Witch's Prentice

Every great mage was a student once. Some say the true heart of magic is the simple, practical work of the village witch. Your village, like many, had its own crone who tended the sick and blessed the fields. She chose you as her apprentice.

Prerequisites: The old crone is a traditionalist, and believes that witchcraft is women’s work. You must be female.
Starting Stats: You are naturally intelligent and thoughtful. Your Intelligence and Wisdom begin at 11, and all of your other ability scores begin at 8.
Initial Equipment: Peasant’s Outfit, a Pointed Hat, a Dagger, a common Musical Instrument (your choice), a Spellbook (with the Personal word already inscribed), a Witch’s Kit, and 4d6s.
Initial Feats: You gain the Feign Curse feat.
Free Trait: Choose one Family or Campaign Trait.

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int, Trash Scavenger trait.
2 Your father was an outcast, rightfully or not. +2 Int, +1 Str, +1 Con, +1 Wis, Addict trait.
3 Your parents were fishermen and you grew up on the sea. +2 Dex, +1 Str, +1 Con, +1 Wis, Seafarer trait.
4 Your family worked a small farm outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Strength of the Land trait.
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Spark of Creation trait.
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Wild Domesticator trait.
7 Your parents ran the local inn. You grew up playing tricks on the many travellers passing through. +2 Cha, +1 Int, +1 Dex, +1 Wis, Trickster trait.
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Civic Artisan trait.
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Wis, +1 Cha, Mystery Initiate trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Seeker trait.
11 You went on journeys into the swamp to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, +1 Int, Bog Scamp trait.
12 Your father was a local merchant. You have a way with numbers like no other. +2 Cha, +1 Dex, +1 Con, +1 Int, Mathematical Prodigy trait.

Add a location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Well-Prepared trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Good Dreams trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Seeker of Enlightenment trait.
4 No secret escaped you. +2 Int, +1 Dex, Spirit Sense trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Centered trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Honeyed Words trait.
7 You solved everyone else’s problems, with no concern for your own well-being. +1 Str, +1 Con, +1 Cha, Suicidal trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Classically Schooled trait.
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Artisan’s Tools, add the Lock Ward word to your spellbook.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, Fishing Tackle and a Boarding Axe.
3 You joined the hunters on their outings. +2 Con, +1 Int, a Boar Spear and a dose of Scent Cloak.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex, your own Chess Set, add the Decipher word to your spellbook.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a Nice Gown and a Sanctified Ring (the matching ring is worn by your intended).
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a Pipe and 2 doses of Keif.
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, a Warm Scarf, add the Friendship word to your spellbook.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, a Light Crossbow and a case w/ 10 bolts.

Add an NPC to the village.

The witch chose you to be her apprentice and you began your training. What happened to you when you were her apprentice?

d6 What first caused the witch to choose you? Gain
1 She was impressed by the dreams you recounted for her. +3 Int, Lucid Dreamer trait.
2 No other six-year old had her own still. +3 Cha, Alchemical Intuition trait.
3 You command respect wherever you go. +3 Int, Omen trait.
4 The swamps where she wanders are your second home. +3 Wis, Swamp Survivor trait.
5 Your craftsmanship. +3 Dex, Hedge Magician trait.
6 You always tend the sick in the village. +3 Con, Dawn Renewal trait.
d6 With what did the witch have power? Gain
1 With the wind and the air. +2 Dex, Extra Hex feat (Flight hex).
2 With beasts. +2 Wis, Extra Hex feat (Feral Speech hex).
3 With spirits from beyond the veil. +2 Int, Extra Hex feat (Disrupt Connection hex).
4 With health and body. +2 Wis, Extra Hex feat (Healing hex).
5 With things that grow. +2 Con, Extra Hex feat (Swamp’s Grasp hex).
6 With people. +2 Cha, Extra Hex feat (Charm hex).

Add a location to the village.

d6 The witch was hard on you. How did you finally prove yourself to her? The player to your right was there with you. Gain
1 Last summer you protected her from bandits in the forest and helped her escape the danger. The friend to your right helped you fight them off while you aided the witch in escaping. +2 Str, You and the friend to your right both gain the Escape Route feat.
2 For years you worked for her calmly and patiently, and never questioned her wisdom or authority. The friend to your right often cheered you when you grew frustrated with your lot. +2 Wis, You and the friend to your right both gain the Relentless Cheer feat.
3 You watched her for many years and learned all the secrets of her garden. The friend to your right often spent time there with you, keeping you company and learning at your side. +2 Int, You and the friend to your right both gain the Shared Remembrance feat.
4 While she was always helpful to them, the witch was never trusted by the superstitious villagers. You defended the witch when they blamed her for a drought and would have cast her out. The friend to your right gave a rousing speech. +2 Cha, You and the friend to your right both gain the Diplomatic Ruse feat.
5 You always paid close attention when the witch went into the woods, and you learned all of the hidden paths and mystical places there. The friend to your right has often traveled these paths with you. +2 Int, You and the friend to your right both gain the Nimble Moves feat.
6 One night a stranger came to rob the witch while she was in a deep trance. You caught him unawares and frightened him away, protecting your mistress. The friend to your right helped you rout the robber. +2 Cha, You and the friend to your right both gain the Pack Intimidation feat.
d6 Where is the witch now? Gain
1 She still works in the village as she always has. +2 Int, Someone to cast spells on your behalf.1
2 She simply vanished one day; her location is a mystery even to you. +2 Wis, a Small House.
3 Recently, a dark spirit came to claim you. She died banishing it and protecting you. +2 Con, an Iron Holy Symbol with a compartment filled with Garlic.
4 She went on a mission less than a week ago, leaving you in charge back home. +2 Cha, a Pig to care for.
5 She is in hiding, working on something secret. +2 Int, a Compass.
6 For long months she has been tending someone in dangerous pregnancy. +2 Wis, a Midwife’s Kit.

Add an NPC to the village.

1 The witch is old, and has duties in the village, and thus can only provide one casting per day, but will not charge you for spellcasting services (beyond the cost of any material components). Note that because of the need for preparation, requesting a specific spell usually has a delay of 12 to 24 hours.

Witch's Prentice

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