Dhuna Witch/Warlock
(This class is only available to Dhuna.)
Fleeing the Cult Wars in the collapsing Phaedran Empire, the Dhuna went north where they discovered seven ancient runestone circles in Silvanus and Werewood. Each circle was aligned with one of the seven moons, and in studying the runestones the Dhuna rediscovered a lost form of magic they called Witchcraft.
Witchcraft is similar to magic, but different. While many of the spells have identical names and effects, the underlying theory and philosophy are very different. Dhuna cannot learn spells from a mage's spellbook, and the wizard in return can make no sense out of a witch's secrets (not that the Dhuna allow any outsiders access to their runecircles).
Adventurers
Witches are dedicated to the re-discovery of their runemagic and constantly travel through Werewood, Silvanus, and beyond in this search. Some travel out of a sense of adventure, others on mysterious quests. They are often found in the company of Sarista and get alone well with the Ariane as well.
Characteristics
The Witch is proficient with following weapons: club, dagger, quarterstaff, shortbow, shortspear, and sling. She is proficient with light armor but not with shields. Her skills allow her to live off the land when necessary and she relies on her magic to see her clear of harm's way.
Alignment
Dhuna by nature tend towards neutral good, though those who frequent the company of the Sarista lean towards the chaotic side.
Religion
Dhuna revere the moons as indicated by their covens (see the Dhuna write-up for more information).
Background
Dhuna chose a coven as the climax of their coming-of-age ceremony at age 16, at which time they are introduced to the mysteries and secrets of the runestones. Even before then they are taught the rudimentaries of witchcraft.
Races
Only Dhuna can be witches. They protect the secrets of witchcraft to the death.
Game Rule Information
Witches are something of a mix of Druid and Wizard. They use the Druid table for attack bonuses, saves, and spells per day (but not the druid's special abilities). Dhuna do not keep spellbooks, being trained to memorize their secrets to prevent them from falling into the wrong hands.
Spells
Dhuna have their own spell list (see link on the left). Like wizards, they must prepare their spells in advance, but like sorcerers they have no need for books. They gain bonus spells from Wisdom and also gain one bonus spell of their coven's type per day, and cast coven spells as if 1 level higher. They also save at +2 against spells of their coven's sphere when applicable.
Special Abilities
Each Dhuna gains a special ability based on the coven that she belongs to.
Ardan: charm person with a kiss
Drome: +2 AC bonus and natural AR of 1
Jhang: +2 bonus to hit/damage
Laeolis: healing touch, 3 hp/level/day
Phandir: is never considered flat-footed
Talisandre: +2 all saving throws
Zar: Can see in darkness, immune to fear
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