Witch: Difference between revisions

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Witches are offshoots of the Wizard class; as the Druid is to the Cleric, so is the Witch to the Wizard. They are essentially arcane spellcasters (so no armor) who have to prepare their spells in advance (so no spontaneous casting), but unlike the wizard, who can only use arcane magic, they have access to a broad spectrum of different kinds of spell, depending on the kind of witch they are, most of which are nature-ish in origin.  The wizard is still more versatile, but the witch can do things wizards can't, like throw out heals and curses that are usually divine magic rather than arcane.   
Witches are offshoots of the Wizard class; as the Druid is to the Cleric, so is the Witch to the Wizard. They are essentially arcane spellcasters (so no armor) who have to prepare their spells in advance (so no spontaneous casting), but unlike the wizard, who can only use arcane magic, they have access to a broad spectrum of different kinds of spell, depending on the kind of witch they are, most of which are nature-ish in origin.  The wizard is still more versatile, but the witch can do things wizards can't, like throw out heals and curses that are usually divine magic rather than arcane.   


Witches also get access to various unique fairy-tale-style curses, which range from making poison apples to making crops wither and grow, to having prehensile hair and flying.  If one of your party members is playing an other-wise-OP-as-fuck [[merfolk]], witches are the only way to supply them with potions of Fins to Feet so they don't slow everyone down.
Witches also get access to various unique fairy-tale-style ''hexes'', which range from making poison apples and debuffing your enemies, to making crops wither and grow, to letting your now-prehensile hair count as a new limb and flying.  The coolest one is probably the one that makes all your hexes last longer so long as you burn a move action to [[just as planned|cackle ominously]].  If one of your party members is playing an other-wise-OP-as-fuck [[merfolk]], witches are the only way to supply them with potions of Fins to Feet so they don't slow everyone down.


Witches get familiars like wizards, but they get their powers from making deals with mysterious natural forces, sort of like a [[warlock]] but without the Cthulhu.  For this reason, they replenish their spells by "communing with their familiars," a phrase that is [[/d/M|exactly as perverted as you want it to be]].  [[That guy|Everyone will hate you for the mental image, mind.]]
Witches get familiars like wizards, but theirs store their spells like spellbooks.  Most familiar are gifts from their "patrons," since most witches get their powers from making deals with mysterious natural forces.  Like a [[warlock]] but without the Cthulhu.  For this reason, they replenish their spells by "communing with their familiars," a phrase that is [[/d/M|exactly as perverted as you want it to be]].  [[That guy|Everyone will hate you for the mental image, mind.]]


{{Pathfinder-Classes}}
{{Pathfinder-Classes}}

Revision as of 00:07, 10 October 2014

A witch is a magic user (usually female) which is a common archetype in most fantasy settings and old myths. They can fit into one of two broad groups; either being sizzling seductive beauties that will kill you as much as kiss you (the sexy option) or hunched, crackling old cronies who are like your grandma except the insane kind who might use you in a soup (the scary option). There is rarely a middle ground between the two, the old myths and even modern perceptions tending to either group sexy and power together or keep them separate, though it is frequent for one kind to pretend to be the other.

Witches are usually aligned with the dark forces, summoning demons, making curses and hexes, etc. They can be mysterious and wise and have familiars from cats and snakes to lesser demons. They also tend to fly around on broomsticks (God knows why) and harbour their magic instead of using it to live the cushy life (again, only God knows why).

Traditional gaming has allowed witches to flourish anew in a variety of new forms and identities, examples of which are given below:

Warhammer Fantasy

There is a whole host of witches within Warhammer fantasy, scattered over all the different races of the Warhammer world. Mostly the term seems to apply to any sorcerer or mage who hasn’t had formal training, being a rustic magic user or in the terms given above for old crackling hags or dark seductresses. The most famous ‘witch’ in this setting is the Witch-King Malekith of the Dark Elves, although his mother is the more the perfect example of the archetype….

Warhammer 40,000

Witch in the 40,000 universe is mostly heard when an Imperial preacher or Inquisitor shouts ‘it’s a witch!’ to explain any unexplainable events caused by a person, even if they are completely blameless. The Imperium almost uses it like a swearword to label any psyker regardless of race as such. Chaos magicians and psykers are almost always called witches when the Imperium sees them and these fun loonies seem to have no trouble accepting the term.

The Dark Eldar have ‘wyches’, although these are not female magic users. These wyches are barely clothed (except for leather straps), gorgeous gladiators that fight for the amusement of the audience and to get a kick out of dominating men by removing their body parts a piece at a time (so basically the sexy witch version minus the magic). To counter the sexism accusations in the most recent Dark Eldar codex it is mentioned there are male wyches but they are kept as breeding stock. So yeah, way to shoot yourself in the foot GW. This is mostly because female Dark Eldar for some reason can take more combat drugs than males without ODing, which gives them a considerable edge in the gladiatorial fights. (That, and they're naturally more graceful and acrobatic, among other things, such as attractiveness and the fact that most of the males sign up as Beastmasters instead.)

Pathfinder

Witches are offshoots of the Wizard class; as the Druid is to the Cleric, so is the Witch to the Wizard. They are essentially arcane spellcasters (so no armor) who have to prepare their spells in advance (so no spontaneous casting), but unlike the wizard, who can only use arcane magic, they have access to a broad spectrum of different kinds of spell, depending on the kind of witch they are, most of which are nature-ish in origin. The wizard is still more versatile, but the witch can do things wizards can't, like throw out heals and curses that are usually divine magic rather than arcane.

Witches also get access to various unique fairy-tale-style hexes, which range from making poison apples and debuffing your enemies, to making crops wither and grow, to letting your now-prehensile hair count as a new limb and flying. The coolest one is probably the one that makes all your hexes last longer so long as you burn a move action to cackle ominously. If one of your party members is playing an other-wise-OP-as-fuck merfolk, witches are the only way to supply them with potions of Fins to Feet so they don't slow everyone down.

Witches get familiars like wizards, but theirs store their spells like spellbooks. Most familiar are gifts from their "patrons," since most witches get their powers from making deals with mysterious natural forces. Like a warlock but without the Cthulhu. For this reason, they replenish their spells by "communing with their familiars," a phrase that is exactly as perverted as you want it to be. Everyone will hate you for the mental image, mind.

The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante