Cottage Witch (3.5e Prestige Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
 Cottage Witch
The cottage witch has settled down in one carefully chosen location, building herself a cottage to house herself and her equipment, and gaining the acceptance of the local populace as their primary village witch. She now focuses on accessing her hitherto latent psionic powers, using them to guide and care for her flock.
Races: Those allowed to witches, ie, half-elf, human, wood elf, forest gnome, lightfoot halfling, pixie, wild elf, aquatic elf, rock gnome, tallfellow halfling, gray elf, high elf, drow, deep halfling, maenad, lizardfolk, centaur, aasimir, tiefling, satyr, jann, rakshasa, hound archon, ogre mage.
Skills: Profession (village witch) 6 ranks, Witchcraft 10 ranks.
| Maximum Power|
|2nd||+1||+0||+0||+3||Brew Minor Tonic||4||1||1st|
|4th||+2||+1||+1||+4||Brew Lesser Tonic||8||2||1st|
|5th||+2||+1||+1||+4||A Thousand Faces||10||3||1st|
|6th||+3||+2||+2||+5||Brew Medium Tonic||12||3||1st|
|8th||+4||+2||+2||+6||Brew Greater Tonic||20||4||2nd|
|9th||+4||+3||+3||+6||Hide in Plain Sight||24||5||2nd|
|10th||+5||+3||+3||+7||Brew Major Tonic||30||5||2nd|
|Class Skills (4 + Int modifier per level)|
Knowledge (architecture/engineering) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int) and Psicraft (Int).
Disciplines and Class Skills
 Class Features
All the following are class features of the cottage witch:
Psionic Powers (Ps): A cottage witch's powers are those of a psion, since she uses her willpower to discipline her psychic abilites; however, unlike psions and like wilders, the ability modifier for her powers is Charisma rather than Intelligence.
Power Points/Day: A cottage witches’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: Witch. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Discipline: A cottage witch must decide at 1st level which psionic discipline she will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. She can’t even use such powers by employing psionic items.
Powers Known: A cottage witch begins play knowing a single psion power of her choice. Every second level thereafter, she unlocks the knowledge a new power. She selects her powers from the psion power list or from the list of powers of her chosen discipline. She cannot choose powers from restricted discipline lists other than her chosen discipline lists. She can choose powers from disciplines other than her own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a witch to learn powers from the lists of other disciplines or even other classes.) A witch an manifest any power that has a power point cost equal to or lower than his manifester level.
A witch simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
To learn or manifest a power, a cottage witch have an Charisma score of at least 10 + the power’s level.
Tonics: A cottage witch gains bonus witchcraft feats to create increasing complexities of tonic at 2nd (minor), 4th (lesser), 6th (medium), 8th (greater) and 10th (major) levels. Tonics are drunk and affect the drinker in ways particular to the recipe of the tonic. Anyone can drink a tonic, but if they do not recognize the type of tonic they are drinking, the results may be unexpected. A witch (and her bondmate, if she has one) can always recognize tonics she has crafted. Drinking a tonic is subject to the same rules as drinking a potion. A newly created tonic has 50 measures.
Evasion (Ex): At 3rd level, a cottage witch can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the witch is wearing light armor or no armor. A helpless witch does not gain the benefit of evasion.
A Thousand Faces (Su): At 5th level, a cottage witch gains the ability to change her appearance at will, as if using the disguise self spell. This affects the witch’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the witch’s appearance, within the limits described for the spell.
 Ex-cottage Witches
A cottage witch whose cottage is destroyed or who loses the acceptance of her associated village loses all psionic abilities. She cannot thereafter gain levels as a cottage witch until she rebuilds her cottage and regains acceptance of her village (although if necessary, she can move to a new locale and work to gain the approval of a new village).