The Witch’s Prentice Playbook
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.
You are naturally intelligent and thoughtful. Your Intelligence and Wisdom begin at 10, and all of your other ability scores
begin at 8.
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
+2 Int, +1 Wis, +1 Con,
2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing
+2 Con, +1 Dex,
6 You led the sheep out onto the mountain like your father before you.
+1 Wis, +1 Str
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
+2 Dex, +1 Int, +1 Cha,
8 You worked the loom, cutting and twisting as the Fates.
Skill: Weaving
+2 Int, +1 Cha, +1 Wis,
9 Your father or mother kept the old stories. Your head is filled with them.
Skill: Folklore
+2 Str, +1 Cha, +1 Con,
10 Your father was a watchman, stern but fair with child and stranger alike.
Skill: Athletics
+2 Wis, +1 Con, +1 Dex,
11 You went on journeys into the woods to gather herbs and berries.
Skill: Herbalism
+2 Cha, +1 Int, +1 Dex,
12 Your father was a local merchant. You learned to name your price and charm your customers.
Skill: Haggling
1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
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The other player characters were your best friends. Who else in the village
1d8 Gain
befriended you while you were growing up?
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
3 You went camping with the hunters. +2 Con, +1 Int
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis
The witch chose you to be her apprentice and you began your training. You become a level 1 Mage. You gain the class
abilities Sense Magic and Spell Casting, the skill Herbalism, and the cantrip Hexing. The tables below will tell you your
other spells. What else happened to you when you were her apprentice?
1d6 What first caused the witch to choose you? Gain
+3 Int,
1 She was impressed by the old stories and lore that filled your head.
Skill: Folklore
+3 Cha,
2 No other six-year old had his own still.
Skill: Brewing
+3 Int,
3 You command respect wherever you go.
Skill: Intimidate
+3 Wis,
4 The woods where she wanders are your second home.
Skill: Survival
+3 Dex,
5 Your craftsmanship.
a trade skill of your choice
+3 Con,
6 You always tend the sick in the village.
Skill: Herbalism
1d6 With what did the witch have power? Gain
With colors and hues. She taught you the following magics: +2 Dex
1
the spell Greater Illusion, the ritual Gather Mists, and the cantrip Glamour Weaving. spells to left
With beasts. She taught you the following magics: +2 Wis
2
the spell Call the Swarm, the ritual Bind Familiar, and the cantrip Beast Ken. spells to left
With spirits and the unseen world. She taught you the following magics: +2 Int
3
the spell Whispering Wind, the ritual Unseen Servant, and the cantrip Second Sight. spells to left
With health and body. She taught you the following magics: +2 Wis
4
the spell Healing Touch, the ritual Goodberry, and the cantrip Blessing. spells to left
With things that grow. She taught you the following magics: +2 Con
5
the spell Pass without Trace, the ritual Staff of Might, and the cantrip Druid’s Touch. spells to left
With people. She taught you the following magics: +2 Cha
6
the spell Sense Nature, the ritual Witch’s Watchman, and the cantrip Blessing. spells to left
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The witch was hard on you. How did you finally prove yourself to her? The player
1d6 Gain
to your right was there with you.
Last summer you protected her from bandits in the forest and helped her escape the danger.
+2 Str
1 The friend to your right helped you fight them off while you aided the witch in escaping, and
Spell: Mystical Shield
gains +1 Str.
For years you worked for her calmly and patiently, and never questioned her wisdom or
+2 Wis
2 authority. The friend to your right often calmed you when you grew frustrated with your lot,
Spell: Sanctuary of Peace
and gains +1 Wis.
You watched her for many years and learned all the secrets of her garden. The friend to your
+2 Int
3 right often spent time there with you, keeping you company and learning at your side, and
Spell: Entanglement
gains +1 Int.
While she was always helpful to them, the witch was never trusted by the superstitious villag-
+2 Cha
4 ers. You defended the witch when they blamed her for a drought and would have cast her out.
Spell: Petrifying Gaze
The friend to your right gave a rousing speech, and gains +1 Cha.
You always paid close attention when the witch went into the woods, and you learned all of the
+2 Int
5 hidden paths and mystical places there. The friend to your right has often traveled these paths
Spell: Entanglement
with you, and gains +1 Int.
One night a stranger came to rob the witch while she was in a deep trance. You caught him
+2 Cha
6 unawares and frightened him away, protecting your mistress. The friend to your right helped
Spell: Terrifying Presence
you rout the robber, and gains +1 Cha.
1d6 Where is the witch now? Gain
+2 Int, +4d6 silvers,
1 She still works in the village as she always has.
1 healing potion
+2 Wis,
2 She vanished one day; her location is a mystery even to you.
the witch’s hut
+2 Con,
3 Recently, a dark spirit came to claim you. She died banishing it and protecting you.
the witch’s charred staff
+2 Cha, a silver brooch
4 She went on a mission less than a week ago, leaving you in charge back home.
showing your authority
+2 Int, a small crystal
5 She is in hiding, working on something secret.
which can light your way
+2 Wis,
6 For long months she has been tending someone in dangerous pregnancy.
a lucky charm
Fill out Your Sheet!
1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 0 for being a mage.
2. Record your ability scores. In the space beside each, re-
cord your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.
3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want
to buy. The Witch’s Prentice begins with the following 9. Your hit points are 6 plus your Constitution bonus.
equipment: a dagger, simple clothing, a flamboyant cloak
or hat, a small musical instrument, and 4d6 silvers. 10. Fill in your saving throws using the chart on the back
of this booklet.
4. Pick an alignment. Your character may be Lawful, Cha-
otic, or Neutral. If you can’t decide, simply choose to be 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
Neutral; most people are. ons you think you might use. Your to hit bonus for a melee
weapon is your BAB plus your Strength bonus, while you
5. Your Base Attack Bonus comes from your class. As a use your Dexterity bonus instead for any missile weapons.
level 1 mage, you have a BAB of +0. Your Strength bonus also adds to the damage of any melee
weapon.
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Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the re- A character may spend a Fortune Point in the follow-
sult to your score in the relevant ability. If the number on
the die is equal to your score or lower, you succeed. If it is ing ways:
higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. If a +2 to his score for a single roll, even without having
the number equals that armor class or exceeds it, the at- an appropriate skill for the task at hand.
tack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities
Point to get a reroll on any failed roll during the
course of play, such as an ability score check, saving
Hit Dice: d6
throw, or to hit roll.
Initiative Bonus: +0
Armor: Mages may not wear any armor.
Cheat Death: A dying character may spend a Fortune
Spell Casting: Mages may harness the power of mag- Point to stabilize at 0 hit points and not continue tak-
ic in three different ways: cantrips, spells, and rituals. ing damage every round.
Your Playbook has given you your starting magics.
Ability Score Bonus
Sense Magic: Being naturally sensitive to the world
1 -4
of magic, Mages may determine if a person, place, or
thing is magical. Doing so requires concentration and 2-3 -3
a few minutes, so mages cannot tell if something is 4-5 -2
magical simply by being in its presence, and people 6-8 -1
tend to notice if a mage is staring at them intently 9-12 0
and ignoring his food during a meal. The GM may 13-15 +1
rule that, when in the presence of particularly intense
16-17 +2
sorcery, the mage notices such immediately.
18-19 +3
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 14 15 13 12 11
2 2,500 +1 14 15 13 12 11
3 5,000 +1 14 15 13 12 11
4 10,000 +2 14 15 13 12 11
5 20,000 +2 14 15 13 12 11
6 40,000 +3 13 13 11 10 9
7 80,000 +3 13 13 11 10 9
8 150,000 +4 13 13 11 10 9
9 300,000 +4 13 13 11 10 9
10 450,000 +5 13 13 11 10 9
Copyright © 2012-2014 Flatland Games, icons by Lorc under CC-BY