Savage Shaman (Witch/Barbarian)

(Original Concept by Cartmanbeck)

Primary Class: Witch.

Secondary Class: Barbarian.

Alignment: Any.

Hit Dice: d8.

Weapon and Armor Proficiency: A savage shaman is proficient with all simple and martial weapons, and with light armor.

Bonus Skills and Ranks: The savage shaman may select three barbarian skills to add to her class skills in addition to the normal witch class skills. The savage shaman gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The savage shaman is proficient with all simple and weapons, and with light armor. She can cast witch spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, savage shaman wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass savage shaman still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Diminished Spellcasting: The savage shaman casts arcane spells drawn from the witch spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Intelligence allows bonus spells of that level. She otherwise casts spells as a witch of equal level.

Rage: Starting at 1st level, a savage shaman gains an ability similar to a barbarian’s rage, except that she only gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and receives a –1 penalty to AC. She can rage for a number of rounds per day equal to 4 + her Intelligence modifier. At each level after 1st, she can rage for only 1 additional round.

At 9th level, a savage shaman’s rage ability improves to that of a barbarian’s and gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and receives a –2 penalty to AC. This ability otherwise functions as the barbarian’s rage ability and replaces spells lost due to diminished spellcasting.

Brutal Hexes: A savage shaman learns to channel her rage into her hexes. Whenever a savage shaman uses a hex on an enemy while raging, she can expend an additional round of rage to increase the DC of that hex by +1. For every two levels after 1st, she may expend an additional round of rage to increase the DC by an additional +1, to a maximum of +5 at 9th level. If the savage shaman is currently fatigued or exhausted (for example, when her rage ends) she cannot use hexes. This replaces the witch’s 1st-level hex.

Hex: This is exactly like the witch’s ability of the same name, except that whenever a savage shaman could select a hex she can choose a rage power for which she qualifies instead. Her effective barbarian level for learning rage powers is equal to her savage shaman level.

Tireless Rage: At 18th level, a savage shaman gains the barbarian’s tireless rage ability. This ability replaces grand hex.

New Hex

The following hex is restricted to the savage shaman multiclass archetype.

Touch of Rage: A witch can boost her allies using some of her own anger as the fuel. As a standard action, the witch can touch an ally, granting the target a +2 morale bonus to either Strength or Dexterity (chosen by the target) and to Constitution for a number of rounds equal to her witch level. While benefiting from this hex, the target takes a –2 penalty to AC and a –2 penalty on all Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride). Once affected by this hex, a target cannot be affected by it for 24 hours. A witch must be at least 4th level to select this hex.

New Major Hex

The following major hex is restricted to the savage shaman multiclass archetype.

Confounding Hatred: A witch’s anger is so potent that it leaves enemies wondering what they did to deserve such hatred. The witch screams pure hatred at her foe, which must make a Will save or be confused for a number of rounds equal to the witch’s level. If the enemy makes the saving throw, that enemy must attempt to deal damage to or otherwise negatively affect the witch (such as with a melee or ranged attack, spell, spell-like ability, hex, etc.) on their next turn or become confused for one round. The witch’s Cackle hex can extend the confusion effect’s duration regardless of the result of the target’s saving throw.

Table: Savage Shaman