Game Master companion / Monster
Running Witch
A practicing caster combines hexes, protective magic and bewitchment. Tools, habits and intentions define the individual more clearly than the title.
Prepare the scene
The caster closes a notebook with one finger still marking the page. A half-finished charm lies between you on the table.
A practicing caster combines hexes, protective magic and bewitchment. Tools, habits and intentions define the individual more clearly than the title.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Hex Bolt
Use: Basic attack · Hex Bolt: Agility + supplemental d6 Rend (Unholy).
Signature abilities
Effect - Signature: Glamour; Protect. "Witch" is a practice, not a declaration that every practitioner is evil.
Counterplay
Counterplay: Identify and negotiate its objective; forcing Mana expenditure creates openings.
Relationship
Relationship: Independent caster or potential ally.
Present the counterplay
Identify and negotiate its objective; forcing Mana expenditure creates openings.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d4, Might d4, Agility d6, Intellect d4, Tact d4, Spirit d6.
Skill overrides: Evade d4.
Resolve 6; Stamina 5; Mana 6. Movement 25 feet.
Player Book idea: A caster using hexes and bewitchment.