Force Witch Class

On all-but-forgotten primitive worlds, where the strong survive by preying on the weak, those gifted with the Force are the strongest of all. Isolated from the formalized training of the Jedi and the Sith. Force-Users on these worlds have developed traditions all their own – traditions that depend upon the dark side. Of all the primitive cultures of dark side Force-Users, the Nightsisters of Dathomir are among the most infamous. Priding themselves on their cruelty and barbarism, these Force Witches and others like them can become remarkably powerful. Fortunately for the rest of the galaxy, their low level of technology prevents most of them from escaping their homeworlds and spreading their evil elsewhere.

To become a Force Witch, a character must immerse himself not only in the dark side of the Force, but in the traditions and rituals of his primitive culture. If the character can survive long enough, he might glean the knowledge necessary to join the ranks of the Force Witches. The GM should devise some suitably barbaric ritual that the prospective witch must pass, bearing in mind that the consequence of failure should be severe, and the consequence of success should at the very least include gaining one or more Dark Side Points.

The path of the Force Witch is fraught with brutality. He is encouraged to dominate his environment, imposing his will on everything weaker while constantly testing the power and resolve of everything stronger. A witch advances in prestige by exerting his influence and defending his territory (literally or figuratively). He earns respect of other witches by being at least as powerful as they are. He earns their fear by being twice as ruthless. On Dathomir, regular challenges to personal combat are the way of continually testing each other’s might and the will to use it. The number of male slaves owned by a Dathomir Nightsister is merely an outward display of her ability to keep what she has taken. Force Witches who are born into the culture begin their training in some other class (generally as Force Adepts, though some Fringers and Scouts are not uncommon), but they are encouraged to develop their Force powers as soon as they can. Violence and cruelty distinguish their early training. By teaching a Force-strong novice fear and hate, they prepare him for the embrace of the dark side. Those who fail to learn an equivalent ruthlessness can at best hope to be cast out. More commonly, they don’t survive. Force Witches treat all perspective recruits the same way, regardless of their age or experience. To them, only the strong should survive; the weak are meant to serve. By becoming full-fledged witches, they prove themselves strong.

To qualify to become a Force Witch, a character must fulfill the following criteria.
Base Attack Bonus: +1
Skills: Fear 4 ranks, Intimidate 2 ranks, Knowledge (Local Culture) 4 ranks, Move Object 4 ranks
Feats: Alter, Force-Sensitive, Sense
Special: Force Witch is a culture as well as a career. Those wishing to become Force Witches must pass whatever initiations the senior Force Witch traditionally impose, and the price of failure is often death. Commonly, Force Witches demand a sacrifice of some kind (the slaying of a loved one, for example) to prove one’s devotion, or a ritual combat with another Force Witch (to the death) to prove one’s worth.

Game Rule Information
Vitality: Force Witch gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Force Witch’s class skills (and the key ability for each skill) are as follows.
Climb (Str), Craft* (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Ride (Dex), Spot (Wis), Survival (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are features of the Force Witch prestige class.

Starting Feat
The Dark Side Devotee gains the following feat:
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Simple Weapons)

Inspire Fear
The witch quickly develops the ability to inspire obedience through fear. His under-lings have difficulty taking direct actions against him, resulting in a penalty on attacks and skill checks (including Force-based skill checks) directed against him. At 1st level, the penalty is -1. It increases to -2 at 5th level and -3 at 9th level. For purposes of this ability, “underlings” are those who answer to the witch’s authority.

Spider Walk
At 2nd level, the witch gains the ability to adhere to solid surfaces using the Force, allowing him to climb and travel on walls or even traverse ceilings. His hands and feet must be bare to use this ability. He may climb at half his move speed. Using this ability costs no vitality points. Someone who wishes to pull the witch off the surface to which he is clinging can attempt a Strength check opposed by his Intelligence check (for those attempting to physically displace him) or an opposed Move Object check (for those using the Force). Additional weight carried by the witch slows him down, but cannot detach him from the surface.

If a Force Witch does not already have the Control feat, he gains it at 3rd level.

Summon Storm
At 4th level, the witch gains the bonus feat Summon Storm.

At 6th level, the witch can summon darkness about himself. The darkness obscures all sight including darkvision, beyond 5 meters. A character 5 meters away has one-half concealment (attacks have a 20% miss chance). Characters farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target.

Creating this darkness cost 5 vitality points; maintaining it costs 1 vitality point per round. The field of darkness moves with the witch and endures until he ceases spending vitality points to maintain it.

Force Flight
At 7th level, the witch learns to float or fly by manipulating the Force. He can make a Move Object check (DC 20) to travel at 10 meters per round, soaring as high above the ground as he wishes. At 10th level, he can increase his speed, traveling 20 meters per round with a successful Move Object check (DC 20). Using this ability requires that the witch spend vitality points as per the Move Object skill. The witch can carry additional weight if he is willing and able to spend additional vitality points. For each order of magnitude of additional weight (50 kg, 500 kg, and so on), the vitality costs doubles. The DC for the skill check also increases by 5 for each additional order of magnitude of weight.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +2 +1 +2 Inspire Fear -1 +1 +0
2 +1 +2 +2 +3 Spider Walk +2 +0
3 +2 +3 +2 +3 Control +2 +1
4 +3 +3 +2 +4 Summon Storm +2 +1
5 +3 +4 +2 +4 Inspire Fear -2 +3 +1
6 +4 +4 +3 +5 Enshroud +3 +2
7 +5 +4 +3 +5 Force Flight (10 m) +4 +2
8 +6 +5 +4 +6 +4 +2
9 +6 +5 +4 +6 Inspire Fear -3 +4 +3
10 +7 +6 +5 +7 Force Flight (20 m) +5 +3
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