Pumpkin Witch

Pumpkin Witch Class

What is a pumpkin witch? Well that is not an easy question to answer. Most dismiss them as simply energetic and overbearing witches that have a taste for the vegetable. However an air of mystery surrounds them. Wizard scratch their heads at the strange spells unable to duplicate their magic precisely. Not to mention no one is quiet certain how one becomes a pumpkin witch as there is no formal schools or secret cabbal's of them. In truth it's simpler yet more complex all at once.
The witches who have pursued the how and why, tell the story of the stars aligning and a magical ley line that surfaces and enchants a patch of pumpkins. Enchanting a single pumpkin within the patch with a warm orange hue glowing gently. This prized pumpkin is normally the county winner if discovered in time. However if this pumpkin is instead cooked and consumed, by a woman in the last stages if pregnancy with a girl the child will be effected.
The effected child at this point may commonly and quiet randomly have a pumpkin sprout around them, in their house, room, crib. A bit of a tell tail sign that is, however with no formal training offered for this magic it's up to the child in their young years to learn it for themselves. However if they end their teenage years unable to master this power it simply begins to fade until the gift is no longer present. However to those who chase after this power are reward with this powerful if…odd magical path.

Role: Control/Harasser
Alignment: Usually Chaotic
Hit Dice: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The pumpkin witch’s class skills are Acrobatics (Dex), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), and Use Magic Device (Cha)

Skill Ranks per Level: 2+ Int modifier

Table: Pumpkin Witch
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 0 0 2 Cantrips, Pumpkin Prowess, Pumpkin Patch, Broom Familiar, Pumpkin Enchantments 3 - - - - - - - -
2nd 1 0 0 3 Pumpkin Enchantments, Pumpkin Insight 4 - - - - - - - -
3rd 1 1 1 3 5 3 - - - - - - -
4th 2 1 1 4 Pumpkin Enchantments 6 4 - - - - - - -
5th 2 1 1 4   6 5 3 - - - - - -
6th 3 2 2 5 Pumpkin Enchantments 6 6 4 - - - - - -
7th 3 2 2 5   6 6 5 3 - - - - -
8th 4 2 2 6 Pumpkin Enchantments 6 6 6 4 - - - - -
9th 4 3 3 6   6 6 6 5 3 - - - -
10th 5 3 3 7 Pumpkin Enchantments 6 6 6 6 4 - - - -
11th 5 3 3 7   6 6 6 6 5 3 - - -
12th 6/1 4 4 8 Pumpkin Enchantments 6 6 6 6 6 4 - - -
13th 6/1 4 4 8   6 6 6 6 6 5 3 - -
14th 7/2 4 4 9 Pumpkin Enchantments 6 6 6 6 6 6 4 - -
15th 7/2 5 5 9   6 6 6 6 6 6 5 3 -
16th 8/3 5 5 10 Pumpkin Enchantments 6 6 6 6 6 6 6 4 -
17th 8/3 5 5 10   6 6 6 6 6 6 6 5 3
18th 9/4 6 6 11 Pumpkin Enchantments 6 6 6 6 6 6 6 6 4
19th 9/4 6 6 11   6 6 6 6 6 6 6 6 5
20th 10/5 6 6 12 Pumpkin Enchantments 6 6 6 6 6 6 6 6 6

Weapon and Armor Proficiency
Pumpkin witches are proficient with brooms and pumpkins, but not proficient with any any type of armor or shield. Armor interferes with a pumpkin witch's movements which can cause spells with somatic components to fail.


Pumpkin Spells

A pumpkin witch casts arcane spells drawn primarily from the pumpkin witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pumpkin witch’s spell is 10 + the spell level + the pumpkin witch’s Intelligence modifier.
Like other spellcasters, a pumpkin witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Pumpkin Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A pumpkin witch’s selection of spells is extremely limited. A pumpkin witch begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new pumpkin witch level, she gains one or more new spells, as indicated on Table: Pumpkin Witch Spells Known. (Unlike spells per day, the number of spells a pumpkin witch knows is not affected by her Intelligence score; the numbers on Table: Pumpkin Witch Spells Known are fixed.) These new spells can be common spells chosen from the pumpkin witch spell list, or they can be unusual spells that the pumpkin witch has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered pumpkin witch level after that (6th, 8th, and so on), a pumpkin witch can choose to learn a new spell in place of one she already knows. In effect, the pumpkin witch loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A pumpkin witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a pumpkin witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Table: Pumpkin Witch Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 3
3rd 5 3 2
4th 6 4 3
5th 6 4 3 2
6th 7 5 4 3
7th 7 5 4 3 2
8th 8 5 4 4 3
9th 8 5 5 4 3 2
10th 9 5 5 5 4 3
11th 9 5 5 5 4 3 2
12th 9 5 5 5 5 4 3
13th 9 5 5 5 5 4 3 2
14th 9 5 5 5 5 5 4 3
15th 9 5 5 5 5 5 4 3 2
16th 9 5 5 5 5 5 5 4 3
17th 9 5 5 5 5 5 5 4 3 2
18th 9 5 5 5 5 5 5 5 4 3
19th 9 5 5 5 5 5 5 5 4 3
20th 9 5 5 5 5 5 5 5 5 4

Pumpkin witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Pumpkin Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Pumpkin Patch
A pumpkin witch passively grows patches of pumpkins in her vicinity. At the beginning of a pumpkin witch’s turn, a pumpkin patch grows in a number of squares equal to twice her hit dice within close range. These squares need not be consecutive. These pumpkin patches are treated as difficult terrain and are used by many of the pumpkin witch’s spells and class features.

Pumpkin Prowess
Pumpkin witches do not treat brooms and pumpkins as improvised weapons and thus do not suffer the -4 penalty for using brooms and pumpkins as improvised weapons. When wielding a broom or a pumpkin, their base attack bonus increases to 3/4 per pumpkin witch level, plus any base attack bonus from other classes (which may give you multiple attacks).

Brooms deal 1d8 damage (for a medium sized witch). At 5th level and every 5th level thereafter, the damage dice of the broom increases by one step (dealing 1d10 at 5th level, and up to 3d6 at level 20).
Pumpkins are a ranged weapon with a 1d6 damage dice and a range increment of 30 feet.

Broom Familiar
A witch may use her broom as a mount. The broom has a fly speed of 10 (clumsy). The broom is capable of flight on its own and follows simple commands. Example commands are “up” (float up to the pumpkin witch’s hand), “down” (fall to the floor), “sweep” (clean an area). If commanded to attack, the broom deals damage as if its damage step was one lower and only deals nonlethal damage.
At 5th level, the broom can choose to deal lethal damage.
At 5th level a broom’s fly speed increases to 30 (average).
At 10th level, and every 5 levels thereafter, a broom’s fly speed increases by 30 and it’s maneuverability improves by 1 step (up to perfect at level 15).
At 10th level, the broom is always treated as if affected by Animate Objects (as per the spell).

Pumpkin Insight:
Let's be real, the plant has no real insights. It's really just something the witches normally make up to hide what it really is. As for what it really is? Who knows? No one has ever gotten a straight answer from one, and if they did it always differed. Starting at 2nd level. When wielding a pumpkin, broom, or casting a spell, the pumpkin witch adds her Intelligence modifier to attack and damage rolls instead of her Strength or Dexterity modifier.

Pumpkin Enhancements

Pumpkin witches learn a number of magical enchantments, called pumpkin enchantments, that allow them to perform magical tricks with their pumpkins and or brooms. At 1st level, a pumpkin witch gains a pumpkin enchantment of her choice. She gains an additional pumpkin enchantment every 2 levels attained after 2nd level, as noted on Table: Pumpkin Witch. A witch cannot select an individual pumpkin enhancement more than once, unless otherwise noted.
Unless otherwise noted, using a pumpkin enchantment is a standard action that does not provoke an attack of opportunity. The save to resist the effect of a pumpkin enchantment is equal to 10 + ½ the pumpkin witch’s level + the pumpkin witch’s intelligence modifier.

Pumpkin Enchantments

Handy Pumpkin's
While pumpkins normaly grow from the ground, with this enchantment this allows a pumpkin to grow into existence in an open hand of the witch. Giving her the much needed ammo while flying above ground, or if the ground is completely absent.

Spice Aura
Pre req: Pumpkin Spice
A little too much? This witch has unquestionably taken her love for this spice too far. There is no longer any point in the day where she does not reek of the stuff. Even while bathing, in which the entire house would fill with it's sweet aroma. The pumpkin witch radiates a pumpkin spice aura. Anyone with the scent ability (including allies) within 5 feet of her must save versus her pumpkin spice ability, and also be staggered for 1 round if they fail their save. Anyone within the aura, whether or not they make their save, becomes immune to poisons that rely on gases or smell as long as they remain within the aura. This aura makes tracking the witch by scent impossible as it disables the scent of anyone who attempts to do so.

Everyone loves to smell of victory, less people like the smell of themselves on fire. The witch most certainly prefers the first of those options. This pumpkin enchantment adds 1d4 fire damage for every four levels of witch you to attacks made with pumpkins. However, it also causes strikes to have a chance to ignite the target forcing them to make a Reflex save vs taking the damage again until they smoother the flames.

Pumpkin Spice:
Everyone loves the festive smell of pumpkin, and no one loves it more than the witch…ok maybe a little too much. This advancement makes the broom, and usually witch, smell heavily of the dastardly spice. When struck by the broom someone is so overwhelmed by the smell that all scent and scent based abilities become useless until they make a Fortitude save. Also, while the witch is sharing the space with the broom, any inhaled poisons are simply overwhelmed and negated.

Blazing Comet:
Speed. What more is there to say? People like going fast. However, what if you could hit someone while you were going fast? Even better? The witch thought so too. This pumpkin enchantment grants the witch the feat Fly By Attack. Hitting the target with the very broom she is flying on! … Or a cheeky spell.

Smashing Pumpkins:
Why bother growing all these pumpkins if you don't use them or if you are simply too tired to use a spell? With this it allows to witch to not only hit someone with a broom, but that someone becomes a magnet for telekinetically throw pumpkins. The broom making it's own attack by flinging the heavy veggie into the person afflicting. Acting as if the witch herself has thrown it. Every five levels the witch may throw an extra pumpkin to a max of 5 at level 20. This effect only may trigger once a turn.

Pumpkin Insight:
Let's be real, the plant has no real insights. It's really just something the witches normally make up to hide what it really is. As for what it really is? Who knows? No one has ever gotten a straight answer from one, and if they did it always differed. When wielding a pumpkin, broom, or casting a spell, the pumpkin witch adds her Intelligence modifier to attack and damage rolls instead of her Strength or Dexterity modifier.

Pumpkin Defense:
When unarmored and unencumbered, the pumpkin witch adds her Intelligence bonus (if any) to her AC and his CMD. In addition, a pumpkin witch gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four pumpkin witch levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the pumpkin witch is flat-footed. She loses these bonuses when he is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Pre req: Pumpkin Defense
While the witch can fly with the broom, she is not always so lucky to be capable of flight. Whenever the pumpkin witch, or an ally within 400 feet of her would take fall damage or fall into a hazardous surface or water, a pumpkin grows beneath them, protecting them from the fall damage and or the hazardous surface. If there is water or a hazardous surface where the witch or the ally would land, the pumpkin floats on the surface, and is immune to the effects of the surface, for one hour. If there is no such surface, the pumpkin dissappears after breaking the fall. These pumpkins don't count against the witchs max amount of pumpkins nor can be the target of any pumpkin based spells.

Black Cat Walk:
Peq level 5.
Most witches have a cat and this witch is no different! Though this cat is less of a familiar and more of a reminder of how the witch could always improve. The witch falls? The cat is there looking down at her with mocking eyes. Always being in the most appropriate spot and doing the most appropriate thing to mock the witch's failures. Taking this enchantment grants the witch a cat familiar and the base bonuses for it being her familiar. However it does not advance on the familiar chart. The cat however has nine lives, bringing itself back to life within moments of it's death in a safe nearby area. The cat is also capable of following simple commands…if it's persuaded.

Shoot the Moon:
Req Level 5.
Sometimes it's not all about pumpkins and boom swinging. Sometimes you just need to roll of your sleeves and put your magic into the direct fire. To the witch though just firing a little bolt of energy just isent enough. Putting their own spin on things they have both made the bolt travel what they claim…to the distance of the moon. This bolt however is not partially powerful, unless the witch employs pumpkins to bounce the shot around. The bolt deals 1d6 force damage and requires a touch attack to hit. However the bolt can bounce between pumpkins equal to her level +3. The pumpkins it bounces between at the end are expended. If more then six pumpkins are used the target becomes flatfooted. This ability is usable once a day +1 for every five levels of pumpkin witch

Broom Smash
Pre Req: Level 6
The witch puts a little something special behind her broom swing. Following through and smashing the ground causing vines to erupt out of the ground while making quiet the impact site. The witch while making a single attack she heaves with all of her strength if she hits the target is knocked prone. Despite hitting or missing the ground is smashed causing dirt, rock, or stone to form into a area of difficult terrain around the target. As well as vines grow and creep out of the cracks of the ground entangling those who fail a Reflex save, ignoring the witch. These vines last a number of turns equal to your level of pumpkin witch.

Feline Strut:
Req: Level 8, Black Cat Walk
Well a cat familiar is one thing. However there is limit to the pumpkin witch's desire to mock their foes. How better to mock them while being a cute little cat? This enchantment allows the witch to turn into a tiny sized black cat. There is no limit to how long or how many times the witch can switch back and forth. However while a cat she can not throw pumpkins or swing her broom on her own. However she is freely able to speak and cast spells as well as ride the broom, just as well as if she was her normal size.

Pumpkin God Smash
Pre Req: Pumpkin Insight, Level 12
Atleast that's what the witches call it, simply because they tend to yell it when using it. This powerful blow focuses the spirit of her magic into to single strike. The more orange the field looks, the more spirit flows into it. The pumpkin witch makes a single unarmed attack within reach which does not provoke, if it hits, she casts a random evocation spell from her spell list from the highest spell level she has access to, targeting the foe hit by her unarmed strike. All foes within 30 feet must make a Will save or be frightened for rounds equal to her Intelligence mod. On a successful save, the foe is shaken for one round instead. For every ten active pumpkins, the evocation deals 1 extra damage and the radius of the fear increases by 30 feet. This ability is usable once per day.

Req: Level 16
This truly makes the broom into a instrument of death. Once activated the broom begins to glow and brilliant orange and gold as it resembles more of a sword then a broom. This once per day ability where you pick a target. Then against this target until the target dies, the witch gains additional dodge AC equal to their Int mod. As well as their attacks now bypass any sort of DR. This also adds damage to her attacks, being 1d6 per five levels + the pumpkin witch's level of pumpkin witch.

Pumpkin Witch Feats

Extra Pumpkin Enchantments
Req. Pumpkin Enchantments Class feature
Effect: The Pumpkin Witch may choose a single Pumpkin Enchantment that she qualifies for.
Special: This feat may be taken multiple times. choosing a different Pumpkin Enchantment each time.

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