* Voormithian Witch

Voormithian Witch Character Class:

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Restrictions:

* Female Only

* Humans, Subhumans and Half Apes only.

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Description:

These are women who have a special bond with The Dark Goddess Shub-Niggurath who resides in the extinct

Volcano of Mount Voormith'adreth. (In Hex: 0402)

These specialized Cultists develop note worthy influence over fertility, Shub-Spawns and powers of life

and death.

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Class Specific Bonuses per level:

Level: Bonuses:

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First Level:

1 Title: []

Affiliation Modifier: +10 Chaos AFF

Attributes: +1 BEA, +1 CHA, +1 WIS

Bonus Skill Points: N/A

Class Abilities: Positive reactions to Shub-Spawns and Voormi, Speak Shub-Spawn, Voormi & Shub-Spawn Empathy,

+2 Reactions Shub-Spawns & Voormi,

Class Upgrades: N/A

Combat: +1 Melee Hit Rolls,

Hit Points: 1D4+4+(CON modifier)

Power Points: 3

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Will Save,

Skills: +3 Arcane,

Specializations:

Weapon Proficiency: +1 Weapon Proficiencies

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First Level ~ Voormithian Witch Class Abilities:

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Positive reactions to Shub-Spawns and Voormi:

Starting at First level as you gain levels you will have an increasing bonus to "Reactions Shub-Spawns & Voormi".

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Speak Shub-Spawn, Voormi & Shub-Spawn Empathy:

Starting at First level you may speak Shub-Spawn and Voormi. For unintelligent Shub-Spawn you may perform limited Shub-Spawn

empathic communication.

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Second Level:

2 Title: []

Affiliation Modifier: +1D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Develop Seductive Pheromones, Heal the Spawn,

Class Upgrades: N/A

Combat: +1 to hit Voormi/Shub-Spawns,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: N/A

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Second Level ~ Voormithian Witch Class Abilities:

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Develop Seductive Pheramones:

Starting at Second level you can seduce men with your Pheramones. This increases as you level up.

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Heal the Spawn:

At Second Level, the Voormithian Witch can lay hands upon a Shub-Spawn and heal damage. This includes creatures who would also

be vulnerable to the Voormithian Witch related attacks against Shub-Spawns. (Such as any of the six main spawns, Maggot Men and

Symbiocites.) This ability will also heal Voormi and Subhumans, but at half (rounding down) the rolled amount.

At Second level the healing amount is just 1D6, though for every three full levels of the Witch, you heal an additional +1D6.

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Third Level:

3 Title: []

Affiliation Modifier: +1D6 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Sorcerous Assistance in Dark Mother Rituals, +1 Reactions Shub-Spawns & Voormi,

Initiative Bonus vs Voormi/Shub-Spawns, Fertility Blessing of the Dark Mother,

Class Upgrades: +1 "Any Class Upgrade" (Not Voormithian Witch Class Abilities),

Combat: +1 Voormi/Shub-Spawn Initiative, +1 DR vs Voormi/Shub-Spawn physical attacks, +1 Melee To Hit, +1 Range To Hit,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: N/A

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Third Level ~ Voormithian Witch Class Abilities:

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Bonuses to Defense and Attacking Shub-Spawns:

As you progress you gain bonuses to DR vs these targets specifically and you gain bonus to hit, damage and a lower

roll needed to perform a critical hit on such target on a natural D20 roll.

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Initiative Bonus vs Voormi/Shub-Spawns:

Starting at Third level if the only opponents you are facing in combat are Voormi and/or Shub-Spawns, you get to

apply the bonuses of the "Voormi/Shub-Spawn Initiative" gained as you progress in levels.

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Fertility Blessing of the Dark Mother:

Starting at Third level, the Witch may grant temporary Fertility Blessings upon targets. This ability grows with

the levels of the Voormithian Witch.

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Sorcerous Assistance in Dark Mother Rituals:

Starting at Third level, during any ritual related to Shub-Niggurath and/or her Spawn that is performed by an allied Sorcerer, can be

assisted by the Voormithian Witch to lower the Sorcerer's difficulty roll by two for every three full levels of the Witch.

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Fourth Level:

4 Title: []

Affiliation Modifier: +1D6 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Copulating Consumption of the Male Vitae, Sorcerous Rituals & Formulae,

Class Upgrades: N/A

Combat: +1 to hit Voormi/Shub-Spawns, +1D4 melee damage vs Voormi/Shub-Spawns, +1 to Parry, +1 to Dodge,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: +1 Weapon Proficiencies

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Fourth Level ~ Voormithian Witch Class Abilities:

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Copulating Consumption of the Male Vitae:

Starting at level Four, the Witch can drain vital energies during sexual activity with a Man, draining him of STR

and CON and turning it into either healing energies for herself or saved and accumulated to a chance to increase

other abilities over time. During the sexual encounter the Witch makes a Tough Arcane check and spends 1 PP

(Power Point) to activate the ability. If successful the target must make a Fortitude save with a penalty of one

for every three full levels of the Witch or lose same penalty number in both STR and CON attributes permanently.

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Sorcerous Rituals & Formulae:

Starting at level Four, the Witch can attempt Sorcerous Rituals (This DOES NOT apply to Spells/Cantrips) at one

level of difficulty higher than the ritual states for the Arcane Difficulty roll.

This also grants the Witch the ability to make use of Formulae, even those normally only employed by a Sorcerer.

By level Nine, the Witch may perform Sorcerous Rituals at the listed Arcane Difficulty. (They still DO NOT receive any

bonus for attempting Sorcerous Spells or Cantrips however.)

This does not grant your character any Rituals or Formulae, only the ability to perform them. Your character must

seek out the knowledge themselves.

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Fifth Level:

5 Title: []

Affiliation Modifier: +1D6 Chaos AFF

Attributes: +1 BEA,

Bonus Skill Points: N/A

Class Abilities: Bonuses to Defense and Attacking Shub-Spawns, +1 Reactions Shub-Spawns & Voormi,

Turn Spawn, Copulating Enthraalment of the Man, Create Alchemical Lactations, +1 Alchemical Lactation,

Class Upgrades: +1 "Voormithian Witch Class Ability" (Not "Any Class Upgrade"),

Combat: +1 DR, +1 Melee to Hit, +1 Range to Hit,

Hit Points: 1D4+4+(CON modifier)

Power Points: 3

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: N/A

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Fifth Level ~ Voormithian Witch Class Abilities:

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Create Alchemical Lactations:

* Various type of potions can be lactated at higher levels.

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Turn Spawn:

At level five, the Voormithian Witch has gained an ability like a D&D Cleric to turn Shub-Spawns like Undead.

This ability can be performed at will with no power point cost, though there is a difficulty check below:

This power only applies to hostile spawn and not those who are your allies or servants unless they are currently conspiring against you.

1 HD or less Spawns up to your current character level, rounding down = Tough Arcane Skill Check.

2 HD Spawns up to your current character level, rounding down = Challenging Arcane Skill Check.

3 HD Spawns up to your current character levle, rounding down = Formidable

Epic Difficulty

Heroic

God-Like

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Copulating Enthraalment of the Man:

Starting at level Five, the Witch can drain vital energies during sexual activity with a Man, draining him of INT

and WIS at the amount of one point of each for every three full levels of the Witch. Such targets get a Will save

with a penalty of one per three full levels of the Witch. The Witch must also make an Tough Arcane check to use

this power, which also costs 1 PP (Power Point) to activate. Such targets who fail their saves not only will not

realize their diminished INT & WIS, but will interpret such as a side effect of an intense orgasm and soon desire

to return. Each following sexual encounter with the victim will result in their saving throws having an additional

penalty of three. When either of the target's INT or WIS attributes reach zero, the individual is treated as a

"White Lotus Zombie" under the control of the Witch. Such victims do not count as bound creatures or henchmen.

Please note that the Witch should keep track of each WIS and each INT point drained separately via this power.

When either of those pools of drained points adds up to 100, subtract that from the pool and give your Witch

one point in whichever attribute reached that amount.

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Sixth Level:

6 Title: []

Affiliation Modifier: +2D4 Chaos AFF

Attributes: +1 to CON, STR, or DEX (Choose One),

Bonus Skill Points: N/A

Class Abilities: Weaken the Spawn, Limited Access to Cultist Miracles, Copulating Consumption of the Man, +1 Minor Miracle,

Class Upgrades: +1 "Any Class Upgrade" (Not Voormithian Witch Class Abilities),

Combat: +1 Voormi/Shub-Spawn Initiative, +1 to hit Voormi/Shub-Spawns,

+2 DR vs Voormi/Shub-Spawn physical attacks, +1D6 melee damage vs Voormi/Shub-Spawns,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: N/A

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Sixth Level ~ Voormithian Witch Class Abilities:

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Weaken the Spawn:

At level six, the Witch can attempt to Weaken a Shub-Spawn. This requires the cost of 2 PP (power points) and an

Tough Arcane skill roll for a touch attack on the Spawn. (Successful hit roll also required) or a Challenging Arcane

roll at a distance. Maximum distance is 5 feet per three full levels of the Witch. The Shub-Spawn must make a

Fortitude roll with a penalty of one per three full levels of the Witch. If failed, the Spawn will make all

further attack, defense and saving throws with the same penalty for the duration of one melee per three full full

levels of the Witch. In addition it's DR lowered by the same amount, going no lower than zero DR.

If the roll to weaken the Spawn was a critical, it will take double the penalties, have it's speed halved and it

will take double damage from any melee attack. If said Spawn was immune to melee attacks, it instead takes half

damage from melee attacks for the duration.

Please note that additional Spawn can be affected by ranged use of this ability, with an two at level nine, three

at level twelve and four at level fifteen. All extra Spawn do get saving throws but only one Arcane.

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Limited Access to Cultist Miracles:

Voormithian Witch will gain limited access to miracles, starting with one miracle at Sixth Level and gaining another

at levels nine, twelve and fifteen. The Voormithian Witch cannot use any Lawful miracles or those restricted to a

specific rank/level/title of a Cultist.

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Copulating Consumption of the Man:

Starting at level Six the Witch, while engaged in full sexual activity with a Man, you may make a Challenging Arcane

check to attempt to consume the target. The target must make a Fortitude save with a penalty of one for every

three full levels of the Witch. If successful, the target begins to melt into protoplasmic goo that is pulled

within the Witch and consumed. If the Sexual encounter was unconsensual, the Arcane Difficulty roll drops to

Tough Difficulty as the Witches rage takes over, intensifying the power!

Note: At level xx the Witch will develop the power "Rebirthing of the Consumed Man". When a victim is consumed, if

the Witch wishes to keep that soul/conciousness for later possible "Rebirthing", the player must list the victim

on their character sheet for future reference. The Witch can "Carry" one soul/conciousness for every three full

levels of the Witch.

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Seventh Level:

7 Title: []

Affiliation Modifier: +2D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Copulating Imbuement of Shub-Spawn Abilities, Ensnaring Erotic Dance of Voormith,

Stain of Shub-Niggurath, +1 Reactions Shub-Spawns & Voormi, +1 Alchemical Lactation,

Class Upgrades: N/A

Combat: +1 Melee to Hit,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: +1 Weapon Proficiencies

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Seventh Level ~ Voormithian Witch Class Abilities:

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Ensnaring Erotic Dance of Voormith:

Arcane Difficulty: Tough (15+)

PP Cost: 2

Save: Will, -1 per three full levels of the Witch.

Area of Effect: 30 feet, plus ten more for every three full levels of the Witch.

Invoking Time: Three melee rounds, minus one per three full levels of the Witch.

Number of Targets: Any men within the area of effect who fail their Will saving throw.

At Seventh level the Witch can begin a dance that will lure all men within 30 feet radius, plus another ten feet

per three full levels of the Witch towards her. The area around her shimmering into a psychadelic harem of

lustful women all undulating and calling unto them in passionate moans. The men must make Will saving

throws with a penalty of one for every three full levels of the Witch. Those who approach within ten feet of

her will find themselves being pulled towards lustful women and falling towards them only realizing in their

last seconds that they have been pulled through a mystical portal into the bubbling and writhing welcoming

lake mass that is Shub-Niggurath's deep within the crater of Mount Voormith'adreth. Those who save will

see though the illusion and notice the mystical portal and bubbling mass of Shub-Niggurath beyond.

Any bonuses against Sorcery and/or Mind Control will assist in the save against this power. In addition,

those immune to mind control need not save and will see what is really going on. The Arcane Difficulty of

performing this ability is Challenging (20+) due to the portal created to Shub-Niggurath herself. This also

cost five PP (Power Points) if performed successfully.

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Copulating Imbuement of Shub-Spawn Abilities:

Starting at level Seven, with concensual coppulating with an intelligent Shub-Spawn, the Voormithian Witch can

duplicate one ability of the Shub-Spawn that is considered a power and not a physical feature. This can, for

example be it's ability to shoot lasers from it's eyes, an immunity to fire, ability to levitate, etc...

This requires a Challenging Arcane roll and the cost of three PP (power points) to achieve. The duration is of such

gained powers are as follows:

Level 7-8: 1D4 hours

Level 9-11: 2D6 hours

Level 12-14: 3D6 hours

Level 15: 1D4 days

On a critical Arcane check, the duration of the power gained is double the amount rolled in the above chart. In

addition, the GM rolls D% (Not the Player). On a roll of 01% (per three full levels of the character) the Witch gains the

Shub-Spawn ability permanently!

On a critical Fumble Arcane check the Witch gains some form of mutation which resembles a feature of the Spawn

who's ability she was attempting to emulate.

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Stain of Shub-Niggurath:

Arcane Difficulty: Tough (15+)

PP Cost: 2

Save: Will, -1 per three full levels of the Witch.

Area of Effect: 30 feet, plus ten more for every three full levels of the Witch.

Invoking Time: Three melee rounds, minus one per three full levels of the Witch.

Number of Targets: One, plus one more for every three full levels of the Witch.

Temporarily corrupts an individual with elements of a Shub-Spawn, thereby making them vulnerable to attacks that do extra damage to Shub-Spawns. During such time their flesh will develop minor but temporary mutations as if many tiny Shub-Spawns were trying to

spawn from their flesh. Since this is very painful as well, the target will also suffer a -1 penalty to all combat actions for every three

full levels of the Witch. The penalty to save against this ability is also -1 for every three full levels of the Witch.

For every three points that a victim fails their Will save against this ability, they gain one non-helpful and most likely negative mutation

related to being part Shub-Spawn permanently. This means they will always take extra damage against attacks they do extra against

Shub-Spawns. Exception to this will be if the so afflicted has some form of long standing blessing related to Shub-Niggurath, has not

yet chosen a non-class upgrade or other suitable situation, in which a beneficial mutation or ability can be granted/selected. (GM's

discretion on this.) Though please note they still will be vulnerable to attacks that target Shub-Spawns.

On critical success, the victim must make his/her saving throw at twice the listed penalties or this actually mutates the

victim into a Shub-Spawn within 1D4 hours.

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Eighth Level:

8 Title: []

Affiliation Modifier: +2D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Rebirthing of the Consumed Man, Stun Spawn,

Class Upgrades: N/A

Combat: +1 to hit Voormi/Shub-Spawns, Critical Hit Voormi/Shub-Spawns on Natural 19+ Melee attacks,

+1 to Parry, +1 to Dodge,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: N/A

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Eighth Level ~ Voormithian Witch Class Abilities:

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Stun Spawn:

At level Eight the Witch can by touch attempt to Stun a Spawn of Shub-Niggurath. No Arcane roll or Power Point

expenditure. Just declare first before rolling and if you make contact, the Spawn must make a Fortitude save with

a penalty of one for every three full levels of your Witch. You cannot Stun a Spawn of greater HD than you have in

levels. The Spawn is stunned for one melee round, plus another for every three full levels of your Witch.

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Rebirthing of the Consumed Man:

At level Eight the Witch can attempt to rebirth a consumed man. As stated in the "Copulating Consumption of the

Man", the Witch can store a certain number of souls that she may choose to attempt to rebirth at a later time.

Such individuals rarely return the same from the experience. This ability requires the cost of three PP (Power

Points) and a Formidable Arcane roll. The amount of success will determine how much of the original person

will be rebirth in the process. In addition, the gestation time will be six days, minus one for every three full

levels of the Witch. During such time the Witch will become weak and have a penalty of -2 to all combat rolls and

movement. The birthed egg or enshrouded infant (depending on GM's campaign style) that will age rapidly, at a year

an hour, until reaching the appropriate age of the original target or so modified by the results of how well the

Witch made her roll.

On a critical failure, the Witch must make a Will save at -5 or become possessed by the soul she was attempting to

give birth to, until it can be excercised from her body. Even on a successful save, the soul will now be able to

haunt her and torment her waking and dreaming life.

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Ninth Level:

9 Title: []

Affiliation Modifier: +(1D4+1D6) Chaos AFF

Attributes: +1 to INT, WIS or CHA (Choose One), +1 BEA,

Bonus Skill Points: N/A

Class Abilities: Pilgrimage to Mt. Voormith'adreth, Disrupt Spawn Abilities,

+2 Reactions Shub-Spawns & Voormi, +1 Alchemical Lactation, +1 Minor Miracle,

Class Upgrades: +1 "Any Class Upgrade" (Not Voormithian Witch Class Abilities),

Combat: +1 Voormi/Shub-Spawn Initiative, +2 DR vs Voormi/Shub-Spawn physical attacks,

+1 Melee to hit, +1 Melee Attack Action,

Hit Points: 1D4+4+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: N/A

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Ninth Level ~ Voormithian Witch Class Abilities:

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Disrupt Spawn Abilities:

At level Nine, the Witch upgrades her "Stun Spawn" ability to include "Disrupt Spawn Abilities". This addition to the

power is also a separate saving throw based on Will. The usual minus one per three full levels of the Witch apply.

Duration is the same as the stun amount from "Stun Spawn". Please note, even if the Spawn saved against being

stunned from the initial power, it still must save against this upgrade.

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Pilgrimage to Mt. Voormith'adreth:

At Ninth level the Voormithian Witch can no longer gain any further levels until she has made a Pilgrimage to Mt.

Voormith'adreth and thrown herself into the living lake that is Shub-Niggurath herself. Your character must be

naked and cannot be carrying exterior item or enchantment that would assist in her saving throw. You must make a

Will save or be consumed permanently by the Dark Mother. For every ten Voormithian Witches and/or Chaos Cultists

who are dedicated to Shub-Niggurath who are present on the edge of the lake giving praise, sacrifices and worship

to Shub-Niggurath when you do your "Leap of Faith" you will receive a +1 to your saving throw. Please note that

when you make this saving throw, the GM must have unobstructed view of the roll and may require rerolls of dice

tilted on the edge of other dice, dice boxes or other obstructions. If you make your saving throw, your Witch is

considered worthy and you will be rebirthed, minus any foreign objects (like cybernetics), tattoos, negative

physical mutations, parasites, attached haunting ghosts, or stored souls for rebirthing. In addition, any missing

limbs/body parts will have been rejuvinated.

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Tenth Level:

10 Title: []

Affiliation Modifier: +(1D4+1D6) Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Marks of the Dark Mother, +1 Mark of the Dark Mother, Reincarnated Birthing of the Deceased,

Class Upgrades: +1 "Voormithian Witch Class Ability" (Not "Any Class Upgrade"),

Combat: +1 to hit Voormi/Shub-Spawns, +1D6 melee damage vs Voormi/Shub-Spawns, +1 DR,

Hit Points: 2+(CON modifier)

Power Points: 3

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: +1 Weapon Proficiencies

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Tenth Level ~ Voormithian Witch Class Abilities:

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Marks of the Dark Mother:

After her rebirth at Mt. Voormith'adreth and starting at Tenth level, the Voormithian Witch will begin to develop

a "Mark of the Dark Mother" and on each following level. These will by themselves be very difficult to hide, but

the Witch can conceal these features and appear as her "facade" self by performing "Coppulating Consumption of the

Man". This must be done once a week to keep up the facade. Any CHA or BEA lost to gaining a "Mark of the Dark

Mother" should be listed seperate or in () next to those attributes. The facade should retain the original stats.

The Facade should gain a point of BEA at each level after ten and your character's true form should lose a point

of BEA each level after ten.

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Reincarnated Birthing of the Deceased:

At level Ten, the Witch can attempt to Birth a deceased individual in the same manner as the "Rebirthing of the

Consumed Man". She must have access to the Brain and Heart of the victim and consume them raw. Such organs

must not be from a corpse that has been deceased longer than an hour, with an additional hour per three full

levels of the Witch. (On a critical success Arcane roll, you may double this time.) In addition, the soul of the target

must not have been destroyed in the resulting death. (Please note certain powers/spells/rituals have the ability to

do this.) To attempt this ability requires the cost of ten PP (Power Points), twice the listed duration of the power

"Rebirthing of the Consumed Man" to gestate the so resurrected, and a Epic Difficulty Skill check. In addition to

whatever side effect from how well the Witch succeeds in her roll to perform this ability, she may attempt to

extract an additional toll from the so resurrected. When the so "Reincarnated" is birthed, the Witch may make

another Epic Difficulty Arcane roll to drain one point of any Attribute she chooses as long as it doesn't bring the

target's attribute to three or less after potential side effects.

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Eleventh Level:

11 Title: []

Affiliation Modifier: +(1D4+1D6) Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: Adjustment of the Biomorphic Field, Disrupt Spawn Resistances,

+1 Reactions Shub-Spawns & Voormi, +1 Alchemical Lactation, +1 Mark of the Dark Mother,

Class Upgrades: N/A

Combat: +1 Melee to Hit,

Hit Points: 2+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: N/A

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Eleventh Level ~ Voormithian Witch Class Abilities:

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Adjustment of the Biomorphic Field:

At eleventh level, the Voormithian Witch can attempt to adjust the Biomorphic Field of a target in an attempt to

correct a mutation, disease and/or restore lost body parts. Such corrections would restore any lost attributes as

a result of those the above mentioned but will not restore those stolen by Witch powers, Sorcery, Special Attacks,

etc... This requires a Epic Difficulty Arcane skill roll to perform. Certain powerful diseases or mutations may have a

penalty applied to the roll. If successful the PP cost (power points) will be between 2-5, depending on the amount

of damage corrected in the target's body. (GM determines)

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Disrupt Spawn Resistances:

At level Eleven the Witch upgrades "Stun Spawn" to include the ability for the duration, to disable any Resistance

powers/abilities the Spawn might have, if any. This will not negate common sense abilities such as taking less

damage against blunt objects for being gelatinous for example. Only those abilities which could be considered

supernatural or Sorcerous in nature. This is a separate saving throw based on Will. The Spawn has the usual

penalty of one per three full levels of the Witch. Please note, even if the Spawn saved against being

stunned from the initial power, it still must save against this upgrade.

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Twelth Level:

12 Title: []

Affiliation Modifier: +3D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: +1 Mark of the Dark Mother, Spawn Strike,

Class Upgrades: +1 "Any Class Upgrade" (Not Voormithian Witch Class Abilities),

Combat: +1 Voormi/Shub-Spawn Initiative, +1 to hit Voormi/Shub-Spawns, +1 to Parry, +1 to Dodge,

+2 DR vs Voormi/Shub-Spawn physical attacks, +1 Minor Miracle,

Critical Hit Voormi/Shub-Spawns on Natural 18+ Melee attacks,

Hit Points: 2+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: N/A

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Twelth Level ~ Voormithian Witch Class Abilities:

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Spawn Strike:

At Twelth level the Witch develops the power of Spawn Strike. This is a devastating melee attack ability that can

be delivered via fist, foot or held weapon against Shub-Spawns, any of the six main spawns, Maggot Men and

Symbiocites. To any of the mentioned targets of less HD than the level of the Voormithian Witch, must make a

Fortitude save at -1 for every three full levels of the Witch or be stunned for 1D4 melee rounds. Despite the

success or fail of the save, the target also takes double damage from the strike.

For any such mentioned targets that are half the level of the Witch in HD (round down) will be stunned for 2D4

melee rounds on a failed save and despite the success or fail of the save, the target also takes triple damage from

the strike.

If targets are one third the level of the Witch in HD they are slain with a successful strike, no save.

Spawn Strike need only be declared before rolling. There is no Arcane check or Power Point cost, nor limit in it's use.

If the spawn is normally immune to physical/melee attacks, halve damage if more than half and less level of Witch in

HD, normal damage in half Witches level in HD and double damage if a third of the Witch's level in HD.

This differs from "Spawn Stun" in that it A) can be delivered not just by touch B) Inflicts damage.

NOTE: The upgrades to "Spawn Stun" being "Disrupt Spawn Abilities" and "Disrupt Spawn Resistances" CAN be used

with "Spawn Strike".

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Thirteenth Level:

13 Title: [High Witch of Voormith]

Affiliation Modifier: +3D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: +1 Reactions Shub-Spawns & Voormi, +1 Alchemical Lactation, +1 Mark of the Dark Mother,

Class Upgrades: N/A

Combat: +1 Melee to Hit,

Hit Points: 2+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +2 Arcane,

Specializations:

Weapon Proficiency: +1 Weapon Proficiencies

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Thirteenth Level ~ Voormithian Witch Class Abilities:

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Fourteenth Level:

14 Title: [Grand Witch of Voormith]

Affiliation Modifier: +3D4 Chaos AFF

Attributes:

Bonus Skill Points: N/A

Class Abilities: +1 Mark of the Dark Mother,

Class Upgrades: N/A

Combat: +1 to hit Voormi/Shub-Spawns,

Critical Hit Voormi/Shub-Spawns on Natural 17+ Melee attacks,

Hit Points: 2+(CON modifier)

Power Points: 2

Sanity: +2 (+WIS Modifier)

Saving Throws:

Skills: +1 Arcane,

Specializations: +1 Seduction Specialization (Influence based, via Pheromones),

Weapon Proficiency: N/A

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Fourteenth Level ~ Voormithian Witch Class Abilities:

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Fifteenth Level:

15 Title: [Witch Goddess of Voormith]

Affiliation Modifier: +4D4 Chaos AFF

Attributes: Any one attribute at +1,

Bonus Skill Points: N/A

Class Abilities: Ascention Plunge, +2 Reactions Shub-Spawns & Voormi, +1 Alchemical Lactation, +1 Mark of the Dark Mother,

+1 Minor Miracle,

Class Upgrades: +1 "Any Class Upgrade" (Not Voormithian Witch Class Abilities),

+1 "Voormithian Witch Class Ability" (Not "Any Class Upgrade"),

Combat: +1 Voormi/Shub-Spawn Initiative, +2 DR vs Voormi/Shub-Spawn physical attacks,

+1D6 melee damage vs Voormi/Shub-Spawns, +1 Melee to Hit, +1 Range to Hit, +1 DR, +1 Melee Attack Action,

Hit Points: 2+(CON modifier)

Power Points: 3

Sanity: +2 (+WIS Modifier)

Saving Throws: +1 Reflex Save, +1 Fortitude Save, +1 Will Save,

Skills: +3 Arcane,

Specializations:

Weapon Proficiency: +1 Weapon Proficiencies

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Fifteenth Level ~ Voormithian Witch Class Abilities:

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Ascention Plunge:

Much like the Pilgrimage to Mount Voormith'adreth, at Fifteenth level, the Witch may attempt to Ascend to Minor Goddesshood by

returning to the Dark Mother. No amount of worshipers will assist in the roll this time and the GM must witness the roll. If you

succeed in your save, your character emerges as a Minor Great Old One, daughter of Shub-Niggurath and is no longer a playable

character, but can retire as a testament to your character's grand journey and survival in the world of Carcosa!

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Sense Abilities/Weaknesses of Shub-Spawns:

The Voormithian Witch, at level xx is able to divine the Abilities and Weaknesses of encountered Shub-Spawns if

they are within 10 feet, with an additional 10 feet per every three full levels of the Witch.

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Imbue Temporary Power to the Spawn:

xxx

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Imbue Vulnerability to the Spawn:

xxx

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x:

x

x:

x

x:

x

x:

x