White Witch (Witch/Paladin)

The white witch stands as a symbol of the good that comes from those who use their eldritch powers in an honorable manner. Guided by the edicts of light etched within her soul, the white witch utilizes her powers to heal the sick and afflicted, comfort the poor, bring relief to the downtrodden, and vanquish those of her kind who seek to spread the works of darkness throughout the land. However, despite her goodly countenance and works of righteousness, the intolerant stigma tied of the oft maligned name of “witch” tends to hinder her benevolent pursuit to aid her fellows, whether man, dwarf or elf. (Original Concept by Elghinn Lightbringer)

Primary Class: Witch.

Secondary Class: Paladin.

Alignment: Any good.

Hit Dice: d6.

Bonus Skills and Ranks: The white witch may select three paladin skills to add to her class skills in addition to the normal witch class skills. The white witch gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The white witch is proficient with all simple weapons. She is not proficient with any armor or with shields. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Spellcasting: The white witch casts arcane spells drawn from witch’s spell list and adds the following spells to her list at the indicated spell levels:

1st level–bless, protection from evil, remove fear; 2nd level–bless weapon, consecrate, ghostbane dirge, litany of sloth, restoration (lesser), status; 3rd level–daylight, instant armor, litany of eloquence, litany of entanglement, remove disease, protection from evil (communal), sacred bond, veil of positive energy; 4th level–blinding ray, corruption resistance, light lance, light of Iomedae, litany of righteousness, litany of warding, restoration; 5th level–cleanse, divine transfer, holy whisper, litany of sight, sanctify armor; 6th level–litany of escape, pillar of life; 7th level–heal, litany of thunder, restoration (greater), sunbeam; 8th level–bestow grace of the champion, holy aura, litany of vengeance; 9th level–overwhelming presence, sunburst. A white witch is restricted from casting any witch spells with the disease, death, evil, pain, or poison descriptors. A white witch otherwise learns, prepares and casts her spells as a witch equal to her white witch level, and gains bonus spells if she has a high Intelligence score.

Code of Conduct: The white witch must adhere to the guidelines presented in the paladin’s code of conduct, but apply them to her chosen alignment as appropriate. This code restricts her from selecting certain patrons, hexes, and major hexes as described below.

Aura of Good (Su): At 1st level, a white witch gains an aura of good (like a paladin) that is equal to her white witch level.

Bonded Talisman (Su): At 1st level, a white witch forms a bond with her divine patron which coalesces into a holy talisman that must be worn on her person. The white witch must choose an amulet, bracelet, circlet, or ring as her talisman, and once chosen it cannot be changed. This holy talisman takes up one magical item slot of the appropriate type. For example, a white witch that chooses a ring as her holy talisman has only one additional ring slot available as long as she is wearing her talisman. While her talisman is worn, the white witch gains a +1 insight bonus to all concentration checks. This bonus increases by +1 at 5th level and every five levels thereafter. A bonded talisman also stores the white witch's spells, similar to how other witches store their spells in their familiar. A talisman immediately becomes inert if it leaves the white witch’s possession and functions as a masterwork item of its type, reactivating as soon as it returns to her keeping. If the talisman is lost or stolen, the white witch can create a new one using a 24-hour ritual costing 200 gp per white witch level. If a white witch attempts to cast a spell without her bonded talisman being worn, she must make a concentration check or expend the spell without any effect. The DC for this check is equal to 20 + the spell's level. This ability replaces witch's familiar.

Detect Evil (Sp): At 1st level, a white witch gains the paladin’s detect evil ability.

Divine Aura (Su): At 1st level, a white witch can cause a nimbus of light to emanate from her in a 10-foot radius for 1 minute that emits light as a daylight spell as a move action. At 5th level and every five levels thereafter, the radius of her nimbus of light increases by 5 feet up to a maximum of 30 feet. A white witch can create a nimbus of light a number of times per day equal to 3 + her Charisma modifier. While this nimbus is in effect, the white witch may cast any spell with the range of touch on any ally within the nimbus. This ability replaces hex gained at 1st level.

Lay on Hands (Su): At 2nd level, a white witch can use lay on hands as the paladin ability of the same name, but must expend one use of her divine aura to do so. In addition, whenever the white witch has her divine aura in effect, she can spend an additional use to heal each ally within the nimbus for a number of hit points equal to her lay on hands divided by the number of allies within the aura.

Hex: This is exactly like the witch ability of the same name, except that the white witch gains a hex at 1st level and every two levels thereafter. a white witch is restricted from selecting the Blight*, Beast of Ill-Omen‡, Child Scent‡, Poison Steep‡, Scar‡, or Unnerve Beasts‡ hex. At 3rd level, whenever a white witch could choose a hex, she can choose a paladin’s mercy instead. (*Advanced Player’s Guide, ‡Ultimate Magic)

Major Hex:A white witch is restricted from selecting the Agony*, Cook People‡, or Infected Wounds‡ major hex. (*Advanced Player’s Guide, ‡Ultimate Magic)

White Light (Su): At 20th level, a white witch may expend all remaining daily uses of her divine aura to cast miracle as a full-round action. She must have a minimum of four uses of divine aura remaining. This ability replaces grand hex.

Hexes: The following hexes complement the white witch multiclass archetype: Charm*, Flight*, Fortune*, Healing*, or Ward*. (*Advanced Player’s Guide)

Major Hexes: The following major hexes complement the white witch multiclass archetype: Hidden Home‡, Major Healing*, Vision*, Weather Control*, or Witch’s Brew‡. (*Advanced Player’s Guide, ‡Ultimate Magic)

New Hexes

The following hex is restricted to the white witch multiclass archetype.

Divine Whisperings (Sp): By spending one minute staring into a small silver bowl filled with holy water, you can cast augury with a caster level equal to your character level.

Restoring Touch (Su): As a standard action, you can touch a creature to restore 1d3 points of ability damage to a single ability score. Once a creature has been affected by the restoring touch hex, it cannot be affected again for 24 hours. You must be at least 4th level to select this hex.

Table: White Witch