Witch Elf

the Dark Elf Dervish

by M. Darin Young

The Witch Elf is perhaps one of the most feared of the dark elves for she cares nothing about her own safety in combat and in fact relishes the blood and slaughter of worthy opponents. She is the devoted daughter of Khaine, the god of Murder and dark deeds, and expresses her devotion in combat.

Since the Witch Elf is most indeed an evil character type, she might not be allowed into more characteristically good campaigns or games. However, if the GM is amenable, the Witch Elf could be an outcast or is infiltrating the enemies' ranks and not performing some of her usually heinous activities.

Witch Elves begin play with a sword. They never wear armor, preferring instead to leave their fate in the hands of their father; however, they will on occasion employ the use of rings or tattoos.

Witch Elves, as all their dark elf kindred, hate elves and will not work with a party which has an elf already in it.

Witch Elf Special Skill

The Witch Elf begins play with the skill frenzy. Roll 1d6 and on a 6+ the Witch Elf doubles her attacks for the duration of the combat. As the Witch Elf gains experience, her ability to enter this psychotic state of mind increases as well:

Battle Level Chance to enter Frenzy

Novice 6+

Champion 6+

Hero 5+

Dark Witch 4+

Level Title XP M WS BS S T W I A Dam WP Luck Skills Pin
1 Novice 0 5 4 6+ 3 3 1d6+7 6 1 1d6 2 0 frenzy 3+
2 Champion 2,000 5 4 6+ 3 3 +1d6 6 2  2 1 1 3+
3 Champion 4,000 5 5 6+ 4 3  6 2  3 1 2 3+
4 Champion 8,000 5 5 5+ 4 4  7 2 2d6 3 2 2 3+
5 Hero 12,000 5 5 5+ 4 4 +1d6 7 3  4 2 3 2+
6 Hero 18,000 5 6 5+ 4 4  8 3  4 3 3 2+
7 Hero 24,000 5 6 4+ 4 4 +1d6 8 3  4 3 4 2+
8 Hero 32,000 5 6 4+ 4 4  8 4 3d6 5 3 5 2+
9 Dark Witch 45,000 5 7 4+ 4 4 +1d6 9 4  5 4 6 1+
10 Dark Witch 50,000 5 7 3+ 5 4  9 4  5 4 7 1+

Witch Elves and Treasure

The Witch Elf may use any rings, potions, and scrolls usable by the Barbarian; however, she will never wear armor, and the only weapons she will use are swords.

Witch Elves in Settlements

Due to the Witch Elves' reputation as bloodthirsty slayers, the Witch Elf will normally avoid entering a settlement; however, if she must enter one, the only places she is allowed to visit are the Tavern, the Fighting School, the Alchemist, and the Gambling Den. She would never be able to enter the Elf Quarter nor the Dwarf Quarter and she has no use for the Temple or the Wizard's Guild.

Also, throughout her stay in the settlement, she must roll on the following table each day that she remains in town in addition to her normal roll on the Settlement Events Table.

1 - The townsfolk discover who and what the Witch Elf is and ambush her as she goes about her business. Roll 1d6 and consult the following:

1 She is caught totally by surprise and slain before she can draw her sword.

2-3 She manages to slay several of the townspeople as she escapes, wounded. She must wait for her companions outside the settlement and then begin the next adventure at -2 Starting Wounds.

4-6 She evades the ambush, but manages to kill several townspeople anyway. She must leave the settlement and wait for her companions elsewhere.

2 - No Event

3 - A local Elf Hero tracks the Witch Elf down and attempts to slay her. Roll 1d6 on the following:

1 She doesn't stand a chance and is killed.

2-3 She fights him to a standstill and manages to escape undercover of darkness.

4-6 She easily vanquishes her foe and laughs as he dies on her blade. Collect 1d6X50 gold from his pockets.

4 - No Event

5 - A mob of townsfolk follow her to the nearby Temple of Khaine (if there is one--if not, reroll this result). Roll 1d6 to see what they do:

1 They burn the place to the ground. The Witch Elf may no longer visit this Temple in this settlement.

2-5 They attack the Temple, but the Dark Elves push them back. However, the location of the Temple is now known and must be moved. It will be 4d6 months before the Temple in this area is reopened for business.

6 They attack the Temple, but the Dark Elves (led by the howling Witch Elf) not only push them back but kill all who dared profane the Temple of the Father of Murder and Dark Deeds. The Witch Elf gains 1d3X50 in gold from the pockets of those who had attacked the Temple.

6 - No Event

The Temple of Khaine

A new special location for the Witch Elf is the Temple of Khaine, an unholy place dedicated to dark deeds, murder and slaughter. The Witch Elf must seek out a Temple of Khaine whenever she desires to advance in Battle Level. This is the only way that she may gain the necessary training to advance her level. Roll on the following table to determine her chance of finding a Temple.

Near a . . .     Roll nd6    Chance of Success

Village               3d6                         7

Town                2d6                         7

City                  1d6+1                     7

Making donations at the Temple of Khaine

Upon entering the Temple, the Witch Elf must make a donation, a "gift," to her dark father of 1d6X50 gold. This donation is mandatory regardless of her intent to increase her Battle Level. Once she has made this offering, roll 1d6 on the following table:

1 - The other Witch Elves laugh derisively at the Witch Elf, calling her devotion to their dark father into question. The Witch Elf lashes out at them, and a fight ensues. Roll 1d6 on the following table:

1  The Witch Elf has been suckered into a fight she can't hope to win. She dies ignominiously.

2  The Witch Elf proves herself worthy in the fight but is finally dropped by a dirty blow (and a poisoned blade) from the rear. She begins the next adventure with -1 Strength.

3-5  The Witch Elf proves herself worthy in the fight. The others back down.

6  The Witch Elf proves herself an exceptional fighter, killing several of her tormentors. She gains a +1 to her roll to frenzy for the next adventure.

2-3 - The other Witch Elves ignore the Witch Elf as she goes about her business.

4-5 - The other Witch Elves are impressed with the Witch Elf's skills. The next time she returns to this Temple, she gains +1 to her die roll on this table.

6 - The other Witch Elves are impressed with the Witch Elf's skills. Roll 1d6 on the Inner Shrine table.

The Inner Shrine

1-2 - A Champion Witch Elf, sporting a very elaborate body tattoo, offers to tattoo the Witch Elf's body, giving her a +1 Toughness for the next adventure. Roll 1d6, on a natural 6, the effect of the tattoo is permanent.

3-4 - A Champion Witch Elf, sporting an impressive body tattoo and rather striking spiked hair job, offers to makeup the Witch Elf in similar fashion. For the next adventure, any time a monster rolls a natural 1 to hit, it is so shocked and frightened that it loses the rest of its attacks for that turn. Roll 1d6, on a natural 6, the effect is permanent.

5-6 - A Hero Witch Elf offers to teach her the skill Dirty Blow giving her +1d6 damage for one turn, usable once per adventure. In addition, this skill disallows an opponent's use of Ignore Blow and Ignore Pain skills.

Praying at the Temple of Khaine

The Witch Elf may pray at the Temple, asking a boon of her Father of Murder. Roll 2d6 and consult the following table:
2Khaine grants the Witch Elf +1 A during the next adventure.
3The Witch Elf is ignored.
4The Witch Elf is given a portent of her future. During the next adventure, if a blow from a monster will cause enough damage to kill her, she may ignore it, acting upon this insight given her by her Father of Murder.
5Khaine blesses one of the Witch Elf's blades. It is now treated as majickal for the next adventure. Roll another 1d6 and if the result is a natural 6, this effect is permanent.
6Khaine grants the Witch Elf a +1 bonus in her choice of S or T for the duration of the next adventure.
7The Witch Elf is ignored.
8Khaine grants the Witch Elf +1 I during the next adventure, enabling her to move faster than her opponents, striking them first.
9Khaine grants the Witch Elf the ability to Escape Pin automatically one time during the course of the next adventure, enabling her to track and strike down a more worthy foe.
10The Witch Elf is ignored.
11Khaine grants the Witch Elf the ability to use one spell during the course of the next adventure. Draw one spell card from the deck and this spell can be cast at any one time during the next adventure. If the spell is not cast, discard.
12Khaine grants the Witch Elf the opportunity to bathe in the Font of Khaine. Roll 1d6.

1 The Witch Elf gains an understanding of how to slay her opponents more effectively. For the next adventure, she has +1d6 Damage Dice added to her attacks.

2 The Witch Elf's Starting Wounds increase by +1. This effect is permanent.

3 The Witch Elf feels invigorated and gains a +1 bonus to S for the next adventure.

4 The Witch Elf's Starting Wounds increase by +1. This effect is permanent.

5 The Witch Elf is granted the ability to sense incoming attacks and move just out their reach. For the next adventure, all monsters are at -1 to hit the Witch Elf.

6 The Witch Elf is given the knowledge to make one Assassination attempt during the course of the next adventure. After rolling to hit, she must declare that she is using the one-timed granted ability and roll 1d6. On a 5+ she may strike her opponent, avoiding all Toughness and Armor reductions. This is usable for the one adventure then lost.

Dark Elf Trader

Another location which the Witch Elf may visit is the Dark Elf Trader. This shop is located as per the Temple of Khaine (unless, of course, the Witch Elf is within or near a Dark Elf city--in which case, the trader is located as per other Settlement shops). The Witch Elf rolls for items in stock with 2d6. All other warriors (if any are foolish enough to enter a Dark Elf shop) roll 1d6. The following items may be purchased:

Dark Elf Weaponmaster

 

Equipment Cost Stock
1d6+2 Bolts of Sure Flight 30 each 6
Dark Elf Crossbow 500 5
Dark Elf Pistol Crossbow 1000 6
Regular Bolts (normal or pistol) 25 3

 

Dark Elf Tradesmaster

 

Equipment Cost Stock
Dark Elf Rope 100 4
1d6+2 Dark Elf Waybread 15 each 4
Cloak of Darkness 800 6
Dark Elf Boots 100 6

 

Dark Elf Guild of Assassins

 

Equipment Cost Stock
Blood of Khaine 400 10
Spittle of Khaine (1D3) 300 10

 

Equipment Descriptions

All Dark Elf equipment is identical to equipment listed in the Basic Book (pgs. 21-22 and 29-31), with the following exceptions:

Cloak of Darkness

The mystical properties of this cloak cause the wearer to blend into the background shadows. During an adventure, the cloak may be used in one of two ways. The first is for the wearer to draw the cloak about herself in the middle of combat either to keep monsters from seeing her while she heals wounds, or enabling her to make an Ambush on her opponents. The cloak may be used once per adventure.

The other way to employ this cloak is for the wearer to conceal herself and thus avoid a Hazard which might otherwise cause her harm. The cloak can be used in this fashion once per journey.

Blood of Khaine

The Blood of Khaine is a potion of healing to Dark Elves, poisonous to just about everyone else. If a Dark Elf drinks the potion, roll 4d6 and heal that many wounds. If anyone else drinks the potion, again roll 4d6, this time counting all even numbers as wounds healed and all odd as wounds taken--if the odd total is higher, the Warrior has suffered the difference in wounds; if the even is higher, the Warrior has healed the difference in wounds.

Spittle of Khaine

The Spittle of Khaine is a highly toxic poison used by Dark Elves to coat their weapons in battle. Each dose is usable but once and provides an extra +1d6 damage for the duration of one combat. However, the life expectancy of this poison is very limited: the poison loses its potency at the end of the adventure.

Skill Table

Roll 2d6 on the following table to see what new skill the Witch Elf has learned. If a skill is rolled which the Witch Elf already knows, reroll and take the new result (unless directed otherwise).
RollSkill
2Doomstrike

This skill allows the Witch Elf to add +3 to all of her to hit rolls for one turn.

3Killing Blow

The Witch Elf judges the moment to strike perfectly, and her blade slips through her opponent's armor, spearing his vital organs. This skill allows the Witch Elf to cause an extra 1d6 Wounds if her to hit roll is a natural 6.

4Ignore Blow

The Witch Elf has developed such a high pain threshold, that she simply doesn't feel some blows at all. Each turn she may attempt to ignore as many blows as she has Attacks. Roll 1d6 for each incoming attack she is trying to ignore. On a score equal to or greater than the value listed in the table below, she may completely ignore any damage caused by that blow.

Novice 6+

Champion 5+

Hero 5+

Dark Witch 4+

5Reaction Strike

This skill allows the Witch Elf to make one immediate attack on a single monster as soon as it is placed on the board next to her. If there is more than one eligible target, you may choose which she attacks. The attack is in addition to any attacks that she would make in normal combat. Because this skill is an instinctive reaction to being ambushed, the Witch Elf cannot make a death-blow with this attack and is not subject to any Psychology effects caused by the target.

6Dodge

This skill allows the Witch Elf to dodge as many blows as she has Attacks. Roll 1d6 for each incoming Attack she is trying to dodge. On a score equal to or higher than the value listed in the table below, she has managed to avoid the Attack.

Novice 6+

Champion 5+

Hero 5+

Dark Witch 4+

7Ambidextrous

The Witch Elf may now fight with two single-handed swords at the same time. While doing so, she gains the following number of extra attacks each turn, according to her battle-level. If the weapons differ in the amount of damage they do, you must nominate which one the Witch Elf is using for each attack.

Novice +1 Attack

Champion +1 Attack

Hero +2 Attacks

Dark Witch +3 Attacks

8Leap

The Witch Elf may leap over a square containing an obstacle such as a monster or other Warrior and land in the square beyond. The square leapt over still counts as 1 square of movement. The Witch Elf can also leap up onto walls or other high areas such as the raised levels in some objective rooms, enabling her to get into the higher levels without using the steps. Obviously, this skill does not allow the Witch Elf to leap up and down fire chasms, bottomless pits, and so forth!

9Blademaster

Once per turn, the Witch Elf may use this skill to disarm any adjacent monster that carries a weapon. This skill is used as one of her Attacks. Before using this skill, you must declare that you are doing so before rolling to hit. If the attack hits, the monster is disarmed--all normal attacks against the monster receive a +1 modifier to hit as it cannot defend itself as well without its weapon. Furthermore, the monster will make no attacks in the next Monster's Phase as it attempts to pick up its weapon, which it gains at the end of the Monster's Phase.

10Fearless Warrior

The Witch Elf does not know the meaning of fear and gains +1 in her dice rolls for fear and terror. If she gains this skill again, she may add a further +1 to her dice rolls, and so on.

11Storm of Blades

This skill assumes that the Witch Elf already has the skill Ambidextrous, if not, give the Witch Elf Ambidextrous instead. The Witch Elf may strike a monster with both her swords at once, causing an extra 1d6 Wounds if she hits her foe. She also causes 1 extra wound per battle-level if she rolls a natural 6 to hit. However, this strike is very difficult to perform, and the Witch Elf is at -1 to hit when using this skill. Furthermore, she does not get a death-blow if she kills the monster because she concentrates both swords in a single, downward killing strike. Each Strom of Blades attack uses up 1 of the Witch Elf's Attacks that turn. The Witch Elf must state that she is using this skill before rolling to hit.

12Blood Fever

This skill allows the Witch Elf to trade in all of her Attacks each turn for a single Blood-fever attack. Make an Attack as normal. If the Witch Elf hits the target and kills it with that one blow, she may step forward one square and, if this takes her into contact with another monster, she may make another Attack. This process continues until the Witch Elf fails to kill her opponent. This skill can be used once per turn.

Roleplay Guidelines

As noted previously, the Witch Elf is an evil Warrior type, much like the Chaos Warrior (and certain other evil Warrior types developed by other players of WHQ). If the GM is willing to allow a Witch Elf into a campaign, he must allow the player to either declare the character as an outcast (in which case, the GM would then be forced to improvise the Witch Elf's rise in battle-level) or as a spy/saboteur. Or, of course, the GM could be running a campaign designed around the use of evil character types. In either event, the player should keep in mind the malign nature of these "dervishes of destruction." The WHFB sourcebook Dark Elves notes that Witch Elves find it amusing to rip the still-pumping heart from a victim and laugh while the victim screams and his heart continues to pour out his life upon the ground. [My, what a vivid picture!]

The Witch Elf (much like her near-counterpart the Troll Slayer) is a woman of action, not given to sitting around waiting while the more intellectual warriors ponder what next move to make.  She would rather charge screaming into combat, relying on her swords and her Father of Murder to get her through any tough situations she may come against.

Characteristic Tests

As with any elf, the Witch Elf is adept at feats calling for physical initiative and should probably receive comparable bonuses in those areas. Anything calling for mental initiative, or patience and willingness to think through something, should be penalized. The Witch Elf is a creature of combat through and through.