While many barbarians are suspicious of magic, for some this suspicion results in a deep sense of curiosity over the myticism surrounding the magical arts. As such, these witch thralls, as they are called, are drawn to those who practice the arcane arts, and learn to manipulate eldritch energies through their rage. Once they have mastered this new found power, a witch thrall can hex his foes while raging, and tend to seek out arcane spellcasters in an effort to protect them from harm. (Original Concept by Quintin)
Primary Class: Barbarian.
Secondary Class: Witch.
Alignment: Any nonlawful.
Hit Dice: d10.
Bonus Skills and Ranks: The witch thrall may select three witch skills to add to his class skills in addition to the normal barbarian class skills. The witch thrall gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The witch thrall is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).
Superstitious (Ex): At 1st level, the witch thrall gains the Superstition rage power. This ability replaces fast movement.
Raging Hex: Due to a witch thrall’s obsession with the mystic arts, he has learned to channel eldritch power while in the midst of his rage. Starting at 4th level, whenever the witch thrall could choose a rage power he can learn one of the following hexes instead: Cackle*, Charm*, Evil Eye*, Feral Speech‡, Fortune*, Healing*, Misfortune*, Nails‡, Prehensile Hair‡, Scar‡, Slumber*, Unnerve Beasts‡, and Ward*. The witch thrall uses his witch thrall level to determine the effects and saves of any hex he chooses. A witch thrall can use a hex while in rage. (*Advanced Player’s Guide, ‡Ultimate Magic)
If the witch thrall makes a successful melee attack against an opponent, in addition to dealing weapon damage, he can use a swift action to deliver the effects of any one hex he has chosen to that opponent. Doing so does not provoke attacks of opportunity.
As a result of his change in focus, the witch thrall’s rage powers become limited. He may only select from the following rage powers: Auspicious Mark†, Body Bludgeon†, Brawler (Greater)*, Brawler*, Celestial Totem, Celestial Totem (Greater), Celestial Totem (Lesser), Chaos Totem*, Chaos Totem (Greater)*, Chaos Totem (Lesser)*, Clear Mind, Come and Get Me*, Disruptive*, Eater of Magic†, Elemental Rage*, Elemental Rage (Greater)*, Elemental Rage (Lesser)*, Energy Absorption*, Energy Eruption*, Energy Resistance*, Energy Resistance (Greater)*, Evil Totem, Evil Totem (Greater), Evil Totem (Lesser), Fiend Totem (Greater)*, Fiend Totem (lesser)*, Fiend totem*, Flesh Wound*, Ghost Rager†, Good Totem, Good Totem (Greater), Good Totem (Lesser), Intimidating Glare, Moment of Clarity, Perfect Clarity†, Renewed Vigor, Renewed Vitality†, Roused Anger, Scent, Spell Breaker*, Spell Sunder†, Spirit Totem*, Spirit Totem (Greater)*, Spirit Totem (Lesser)*, Sunder Enchantment†, Superstition, and Witch Hunter*. (*Advanced Player’s Guide, †Ultimate Combat)
A rage power used to target a specific enemy can only be activated when the witch thrall makes a successful hit against an enemy. This ability otherwise functions as and replaces rage power.
Protect the Magic (Ex): The witch thrall's obsession with arcane magic compels him to protect those who wield it. Starting at 4th level, he can bond with an arcane spellcaster in a ritual that takes 1 hour to perform. Whenever the witch thrall is adjacent to his bonded spellcaster, the spellcaster's Armor Class increases by +1. Treat this as a bonus to AC from cover for the purposes of attacks that ignore cover. In addition, the witch thrall treats any creature threatening the bonded spellcaster as an enemy, granting him a +1 morale bonus on weapon attack and damage rolls against that creature for as long as the creature threatens the spellcaster. These bonuses increase by +1 at 9th level and every five levels thereafter, to a maximum of +4 at 19th level. This bond can only be broken by the mutual agreement of both participants or the death of either. If a witch thrall's bonded spellcaster dies, the witch thrall becomes fatigued for 1d4+1 hours and cannot bond with another spellcaster for a 24–hour period. This fatigue cannot be removed except with magic. This ability replaces trap sense and the rage power gained at 4th level.
Damage Reduction (Ex): This is exactly like the barbarian ability of the same name, except that a witch thrall’s damage reduction can be bypassed by magical weapons.
Major Hex: At 12th level, a witch thrall may select one of the following major hexes whenever he could choose a hex: Agony‡, Hoarfrost*, Infect Wounds*, Nightmares‡, and Retribution‡. (*Advanced Player’s Guide, ‡Ultimate Magic, †Ultimate Combat).
Table: Witch Thrall