Wytchdoctor
Contents
WytchDoctor
Class Chart
| Level | BAB | Fort Save | Ref Save | Will Save | Special | Craft Reserve | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Wytchdoctor Knowledge, Wytchdoctor Crafting | 20 | 2 | - | - | - | - | - |
| 2nd | +1 | +0 | +0 | +3 | Brew Potion | 40 | 3 | - | - | - | - | - |
| 3rd | +2 | +1 | +1 | +3 | Craft Talisman | 60 | 3 | 1 | - | - | - | - |
| 4th | +3 | +1 | +1 | +4 | Craft Homunculus, Bonus Feat | 80 | 3 | 2 | - | - | - | - |
| 5th | +3 | +1 | +1 | +4 | Retain Essence | 100 | 3 | 3 | 1 | - | - | - |
| 6th | +4 | +2 | +2 | +5 | - | 150 | 3 | 3 | 2 | - | - | - |
| 7th | +5 | +2 | +2 | +5 | Craft Wand | 200 | 3 | 3 | 2 | - | - | - |
| 8th | +6/+1 | +2 | +2 | +6 | Bonus Feat | 250 | 3 | 3 | 3 | 1 | - | - |
| 9th | +6/+1 | +3 | +3 | +6 | Craft Rod | 300 | 3 | 3 | 3 | 2 | - | - |
| 10th | +7/+2 | +3 | +3 | +7 | - | 400 | 3 | 3 | 3 | 2 | - | - |
| 11th | +8/+3 | +3 | +3 | +7 | - | 500 | 3 | 3 | 3 | 2 | 1 | - |
| 12th | +9/+4 | +4 | +4 | +8 | Craft Staff, Bonus Feat | 700 | 3 | 3 | 3 | 2 | 2 | - |
| 13th | +9/+4 | +4 | +4 | +8 | - | 900 | 3 | 3 | 3 | 3 | 2 | - |
| 14th | +10/+5 | +4 | +4 | +9 | Forge Ring | 1,200 | 4 | 3 | 3 | 3 | 3 | 1 |
| 15th | +11/+6/+1 | +5 | +5 | +9 | - | 1,500 | 4 | 4 | 3 | 3 | 3 | 2 |
| 16th | +12/+7/+2 | +5 | +5 | +10 | Bonus Feat | 2,000 | 4 | 4 | 4 | 3 | 3 | 2 |
| 17th | +12/+7/+2 | +5 | +5 | +10 | - | 2,500 | 4 | 4 | 4 | 4 | 3 | 3 |
| 18th | +13/+8/+3 | +6 | +6 | +11 | - | 3,000 | 4 | 4 | 4 | 4 | 4 | 3 |
| 19th | +14/+9/+4 | +6 | +6 | +11 | - | 4,000 | 4 | 4 | 4 | 4 | 4 | 4 |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Bonus Feat | 5,000 | 4 | 4 | 4 | 4 | 4 | 4 |
Infusions
A wytchdoctor doesn't actually cast spells, but instead has the ability to imbue items with magical infusions. They are drawn from the artificer infusion list. They function just like spells and follow all the fules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and a Wytchdoctor must make a Concentration check if injuried while imbuing an item with an infusion.
A Wytchdoctor can imbue an time with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion the list that is of a level he can use.
It is possible for a Wytchdoctor to learn infusions that are not on the normal Wytchdoctor infusion list. They might include ancient infusions found in burial mounds or secret infusions known only by the Fey. When he encounters such an infusion, a Wytchdoctor can attempt to learn it by mmaking a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
To imbue an item with an infusion, a Wytchdoctor must have an __________ score equal to at least 10 + the infusion level. Infusions never allow saving throws.
Like spellcasters, a Wytchdoctor can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he recieves extra infusions er day if has a sufficently high Intelligence score.
A Wytchdoctor's infusions can only be imbued onto an item or a construct. He cannot, for example, simply imbue an ally with Bull's Strength. He must instead imbue that ability into an time his ally is wearing. He can, however, imbue Bull's Strength directly on a construct.
Many infusions have long casting times, often 1 minute or more. A Wytchdoctor can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).
Like a spellcaster, a Wytchdoctor can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, a Wytchdoctor can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. A Wytchdoctor can craft alchemical items as though he were a spellcaster.
A Wytchdoctor cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.
Each day, a Wytchdoctor must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the Wytchdoctor readies his mind to hold his daily allotment of infusions. Without such a period to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions uded within the last 8 hours count against the Wytchdoctor's limit.
Craft Reserve
A Wytchdoctor receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the Wytchdoctor gainsa new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Wytchdoctor can also use his craft reserves to supplement th XP cost of the time he is making, taking a potion of the cost from his Craft reserve and a portion from hisown XP.
Wytchdoctor Knowledge
A Wytchdoctor can make a special Wytchdoctor knowledge check with a bonus equal to his Wytchdocot level + his ____ modifier to detect whether a specific item has a magica aura.
The Wytchdoctor must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the time.
A Wytchdoctor cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Wytchdoctor can learn no more about that object
Wytchdoctor Crafting
When brewing a potion, crafting a talisman, or crafting a construct, a Wytchdoctor can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Wytchdoctor must make a successful Wytchdoctor level + ____ modifier (DC 20 + caster level).
The Wytchdoctor must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting period and he has still not successfully emulated one of the powers, he can make one final check-his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the time are lost.
For purpose of meeting item prerequisites, a Wytchdoctor's effective caster level equals his Wytchdoctor leve + 2. If the item duplicates a spell effect, however, it usesthe artificer's actual level as its caster level. Cost are always determined using the item's minimum caster level or the Wytchdoctor's actual level (if it is higher).
A Wytchdoctor can also make a Class level + ___ modifier check to emulate nonspell requirements, including alignment and race, using the normal DCs as for Use Magic Device. He cannot emulate skill or fear requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level ot cast a spell he stores in a potion.<br?
A Wytchdoctor's infusions do not meet spell prerequisites for creating magic times. For example, a Wytchdoctor must still emulate the Light spell to creat a Potion of Light, even though Light appears on his infusion list.