Witch Patrons Hotpatch
Design Notes: What follows is a hotpatch to add more flavor and meaning to the witch for choosing a patron — akin to how clerics choose domains, or oracles choose a mystery, or wizards choose an arcane school. And it is commonly argued that the witch is on the low tier as far as the core classes in PF1. What follows is a collection of mechanics borrowed heavily from Legendary Games’ Legendary Witch, adapted to match up more closely to the core patron choices, and as a bolt-on patch to the existing core witch, rather than the complete rework of the Legendary Witch.
Patron
At 1st level, the witch’s familiar is a gift, or envoy, from her patron. This patron is often a vague and mysterious force, granting the witch power for reasons that the witch might not entirely understand. While these forces need not be named, she hold influence over the following heres. Each time a witch gains a new level of spells, the witch’s patron grants new spells to the witch’s list of spells known. These spells are automatically added to the list of spells stored by the familiar. This patron influences the nature and ability of the familiar, and also grants boons to the witch as she advances, at the levels indicated below. The witch chooses her patron at 1st level, and it cannot be changed thereafter. Each patron is listed by its here. The actual name or nature of the patron is up to the GM and the witch to decide.
Agility
A witch with a patron of agility is quick of body and mind, using the power granted by her patron to become blurs on the horizon, darting from place to place. she often are travelers and sometimes couriers for her patrons. These witches tend to value freedom and wide open spaces. The most common kinds of agility patrons include fey, elder air elementals, and powerful vulpinals.
Bonus Spells: 1st — jump, 2nd — animal prowess, 3rd — haste, 4th — freedom of movement, 5th — overland flight, 6th — animal prowess (mass), 7th — ethereal jaunt, 8th — animal shapes, 9th — ride the lightning.
Boons: The following boons are granted by these patrons.
- Leaps and Bounds (Ex) At 1st level, the witch and her familiar have been blessed with a well of spritely energy, gaining a +10 bonus to their movement speed and a bonus on Acrobatics checks to jump equal to 1/2 the witch’s level. Further, so long as the the witch is in the proximity of her familiar, she both gain a +2 bonus to her Reflex saves; this counts for the witch as having Lightning Reflexes for prerequisites.
- Unbound Reaction (Su) At 3rd level, so long the witch is in the proximity of her familiar, she has supernatural ability to respond to danger, gaining a +2 bonus to initiative checks, and she is not considered flat footed before taking her first turn in initiative.
- Spell Quickening (Su) At 7th level, the witch gains the ability to cast Transmutation spells that affect speed and agility — such as jump and haste — as swift actions, as though she were affected by Quicken Spell, but without increasing the spell’s level. This does not stack with other feats and special abilities which might reduce the casting time for these spells. she may do this once per day at 7th level, and an additional time per day every 4 levels thereafter.
- Confounding Stride (Su) At 11th level, the witch seems to blur while moving due to her speed. The witch and her familiar gain an additional +10 bonus to their movement speed and whenever they move at least 10 feet in a round, they gains 20% concealment until the beginning of their next turn, this concealment increases by 5% for every additional 10 feet they move in a single round, to a maximum of 75% concealment.
- Supernatural Reflexes (Su) At 15th level, the witch’s reflexes are unparalleled. The witch’s base Reflex save becomes a good save, and she is allowed to reroll a natural 1 on a Reflex save.
- Like the Wind (Su) At 19th level, the witch’s speed reaches its height and rivals even teleportation. By expending a spell slot as a free action, the witch multiplies her base speed by the expended spell’s level for one round. In addition, while under the effects of this ability the witch is not affected by difficult terrain and if the witch does nothing else on her turn except move, she do not draw attacks of opportunity from this movement, and she can pass through solid objects occupying squares along her path as long as she can end her movement in an unoccupied space.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Agile Climber (Ex) A witch who selects this hex uses Dexterity in place of Strength for climb checks. In addition, she do not lose her Dexterity bonus to AC while climbing and move twice as far with a successful climb check, unless she possess a climb speed.
- Hustling Hex (Ex) A witch who selects this hex is a boon to any adventuring company. When a group with this witch travels for 8 hours, treat the distance traveled as though the group had been marching for 10 hours instead. In addition, any effect which would cause the witch to become fatigued on a failed saving throw allows the witch to make a new save at the beginning of each of her turns to end the fatigued condition.
- [Major Hex] Wind In Your Wake (Su) A witch who selects this hex can choose to leave a wind wall as the spell behind her as she moves. Activating this hex is a swift action, until the end of the current turn the witch leaves a 20 ft. tall wind wall in squares she passes through, this wind wall remains until the beginning of the witch’s next turn. The witch may use this hex a number of times per day equal to her class level.
Ancestors
(Also includes Wisdom) Witches with an Ancestors patron are often elders and keepers of the old ways, serving important roles in her communities and usually choosing to adventure in order to complete a task given to her by the spirits with which she communes. her familiar is a conduit through which she speaks to these spirits that grant her power. The most common Ancestors patrons are powerful spirits or undead that share a familial relation with the witch.
Bonus Spells: 1st — bless, 2nd — aid, 3rd — prayer, 4th — blessing of fervor, 5th — commune, 6th — greater heroism, 7th — refuge, 8th — frightful aspect, 9th — weird.
Boons: The following boons are granted by these patrons.
- Passed Down Secrets (Ex) A witch of the Ancestors derives her power from ancestral legacy and the collective wisdom thereof, and so her spellcasting is keyed to Wisdom, rather than Intelligence; any witch abilities keyed to Intelligence are instead keyed to Wisdom. At 1st level the familiar imparts some measure of ancestral knowledge beyond that of the witch’s spells. Choose two Craft, Knowledge, Lore, or Profession skills. Those skills are always considered class skills for the witch and she gains a +2 bonus to checks with those skills, when she is in proximity of her familiar; if she has 10 or more ranks in those skills the bonus increases to +4. Further, when in proximity of her familiar, she gains skill unlocks for these chosen skills with the appropriate number of ranks, as if she had the Signature Skill feat.
- Blessing From Generations Past (Su) At 3rd level, the witch can call upon her ancestors for aid in her daily life. The witch may add 1d6 to an attack roll, skill check, or ability check as an immediate action; she can use this ability a number of times per day equal to her Wisdom modifier.
- Ancestral Memory (Su) At 7th level the witch’s familiar becomes a deeper channel for the witch’s ancestors and can be used to ask a question of the spirits once per day. Treat this effect as an augury with a caster level equal to the witch’s class level. Further the familiar is treated as having Knowledge (history) as a class skill, with a number of ranks equal to the witch’s level.
- Shield of Shared History (Su) At 11th level the witch can allow allies to benefit from the protection of her family. Each day when the witch prepares spells, she may designate a number of allies equal to her Wisdom modifier, the witch and the designated allies gain a +2 insight bonus to AC, with an additional +1 for every six witch levels (maximum +5 at 18th level).. This effect lasts for 24 hours and immediately ends for an effective creature if it betrays the trust of, or harms anyone who benefits from this ability.
- Ancestral Guardian (Sp) At 15th level, once per day as a spell-like ability, the witch can call forth a spirit of her ancestors to stand beside her in battle, transforming her familiar into a spirit guardian. Treat this guardian as a standard ghost with the following adjustments: it has 100 hit points, and it adds the witch’s Wisdom bonus to its attack bonus, damage rolls and skill checks. The familiar remains in this spiritual guardian form up to a number of hours equal to the witch’s level, or until it enters combat, at which time the duration is reduced to a number of rounds equal to her level, before it returns to its familiar form. If the spirit guardian is reduced to 0 hit points or less, the form is dissipated, leaving the familiar at 1 hit point.
- Chosen Family (Su) At 19th level, the witch’s bond with her companions is as strong as those with her ancestors. The creatures affected by the shield of shared history ability are immune to mind-affecting effects. Further her familiar becomes as immortal as the spirts of the ancestors that gave it form; if the familiar is slain, rather than the normal penalties for losing a familiar, the witch suffers a negative level for 24 hours, after which the familiar is reborn adjacent to the witch upon completing of her next spell preparation. This reborn familiar may or may not take the same form as it had before, but it is considered the same familiar, with no costs incurred to replace it.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Bound by Blood (Su) The witch can designate another creature to share a bond of mutual aid with. When preparing her spells the witch and one other creature may engage in a small ritual, mixing her blood together with herbs and adding a bit of magic to it. Until the next time she prepares spells or until the ability has been expended, the witch and the affected creature may accept the effects of a spell or attack aimed at the other. This is an immediate action and the creature accepting the effect must be able to see the other creature and not be flat-footed.
- Call to the Past (Su) The witch can recall a specific piece of information or a specific skill from her ancestral memory. She may treat her ranks in a skill of her choice as equal to her class level for 10 minutes per day per class level. This time need not be consecutive, but must be used in 10-minute increments and once she has used this ability it must be used for the same skill until she next prepares her spells.
- [Major Hex] Invest with Ancestral Might (Sp) Once per day, the witch can call upon her ancestors to grant herself or others a measure of ancestral power. As a standard action she can touch a recipient and grant it a +4 morale bonus to an ability of choice, and a +4 transmutative bonus to natural armor for one minute per witch level, these minutes do not have to be used consecutively, but she must be used in 1-minute increments.
Focused Patron, Wisdom
From the ancients come knowledge and wisdom, and some ancestral patrons focus upon the inheritance of that wisdom with spells to protect and preserve the witch’s ongoing lineage: 1st — shield of faith, 2nd — embrace destiny, 3rd — magic vestment, 4th — globe of invulnerability (lesser), 5th — dream, 6th — globe of invulnerability (greater), 7th — spell turning, 8th — protection from spells, 9th — mage’s disjunction.
Arts
Witches with a patron of the arts are maestros of arts of all kinds. she love creating and experiencing art in all its forms. she is consummate artists and tend to value the arts over morality or task. The most common kinds of arts patrons include fey, and hedonistic or artistic celestials such as lillends.
Bonus Spells: 1st — play instrument, 1st — minor image, 3rd — major image, 4th — majestic image, 5th — joyful rapture, 6th — irresistible dance, 7th — waves of ecstasy, 8th — scintillating pattern, 9th — resplendent mansion.
Boons: The following boons are granted by these patrons.
- Natural Performers (Ex): At 1st level, a witch with an Arts patron uses Charisma to determine the save DC of her spells, the number of bonus spells she gains per day, and the highest level spells she may cast; any witch abilities keyed to Intelligence are instead keyed to Charisma. The witch also gains a bonus to Perform, Bluff, and Diplomacy checks equal to 1/2 her class level and these are always considered class skills. Further, the witch’s familiar gains the ability to improve the morale of the witch and her allies through performance; this functions as bardic performance, except that the familiar only gains inspire courage as a performance, and it is usable for a number of rounds equal to the witch’s level + her Charisma modifier.
- Costume (Sp): At 3rd level, the witch can change her appearance at will, as disguise self with a caster level equal to her class level. At 7th level, she can instead physically transform, as alter self. Either of these affects also includes transforming the witch’s clothing into another sort of clothing to her preference. At 11th level, this ability lasts until the witch dismisses it or uses it again, allowing her to keep it active while she sleeps.
- Piercing Emotions (Ex): At 7th level, if a target of a spell or ability with the emotion descriptor is immune to the effect, the witch may instead treat the immunity as a +5 bonus to her saving throw. At 11th level, immunity is instead only a +2 bonus. Mindless creatures are still immune to emotion effects.
- Joyful Experience of Emotion (Su): At 11th level, when under the effects of a non-harmless spell(s) with the emotion descriptor, the witch may ignore the effects of any or all of those spells for a number of rounds equal to her class level, and for this duration, the witch gains the benefits of lesser heroism. The spell is still active upon the witch, and its duration continues to run while its effects are suppressed, and resume if the effect lasts beyond the duration of this ability. The witch may use this ability a number of times per day equal to her Intelligence modifier.
- Inspired Greatness (Su): At 15th level, the witch’s familiar gains the ability to inspire heroics with its bardic performance ability, but this can only target the witch.
- Aura of Emotional Enhancement (Su): At 19th level the witch gains the ability to create an aura of emotional enhancement. As a move action, the witch may create a 30 foot aura. Any creature within the aura is subject to the enhance emotions spell, Will save (DC 10 + 1/2 her witch level + she Wisdom modifier) negates. The witch is also affected by the aura but she may not roll a Will save to negate the effect. This aura lasts for a number of rounds equal to her class level and is a mind-affecting emotion effect. The witch may use this ability a number of times per day equal her Intelligence modifier.
Hexes The witch can choose from the following additional hexes unique to her patron:
- Spell Maestro (Su): A witch who selects this hex adds one spell with the emotion descriptor of each spell level 1-3 from the bard spell list to her familiar as spells known and to the witch spell list. The witch must still be of the appropriate level to prepare and cast these spells. If these spells are those that accompany or enhance bardic performance, the witch can cast these spells to affect the familiar’s performance.
- Tenacious Emotions (Su): A witch who selects this hex empowers her emotional spells. All DCs to dispel a spell with an emotion descriptor created by the witch increase by two.
- [Major Hex] Scintillating Burst: As a standard action the witch can create a burst of rainbow colored light. All creatures that can see the burst of color within 10 feet must make a Will save (DC 10 + 1/2 her class level + her Charisma modifier) or be dazed for 1d4 rounds. This is an illusion (pattern) effect. Once a creature has successfully saved against the scintillating pattern hex, it cannot be affected again for 24 hours.
Death
(Includes Occult, Undeath) Witches who serve a patron of death often hold fiercely to the power over death and the undead grants her, and can fall to evil more easily than others as the more powerful the witch grows, the more she blur the line between life and death. The most common death patrons are powerful undead such as liches, but also outsiders associated with death such as daemons or psychopomps.
Alignment
Bonus Spells: 1st — detect undead, 2nd — command undead, 3rd — speak with dead, 4th — rest eternal, 5th — suffocation, 6th — circle of death, 7th — finger of death, 8th — symbol of death, 9th — power word kill.
Boons: The following boons are granted by these patrons.
- Channel Negative Energy (Su) At 1st level, the witch gains the channel negative energy ability as a cleric, treating her witch level as her cleric level to determine its effects. The witch can use this ability a number of times per day equal to 3 + her Charisma modifier.
- Hand of Death (Su) At 3rd level, the witch may channel negative energy as a touch attack. Expending a use of channel negative energy and making a melee touch attack to damage only a single target. At 7th level, the witch may project a ghostly hand at a creature within 100 ft. as a ranged touch attack. This ability counts as the Channel Smite feat for the purpose of meeting prerequisites.
- Aura of Unrest (Su) At 7th level, the witch’s presence is unsettling to the living, and pulls at her souls whenever she is in mortal danger. Whenever a living creature within 30 ft. of the witch takes more than 10 points of damage from an attack, she must succeed on a Fortitude save with a DC of 10 + ½ the witch’s class level + the witch’s Intelligence modifier or take a -1 penalty to Wisdom for a number of minutes equal to the witch’s Intelligence modifier. This penalty stacks but can only occur once per round.
- Feast on Souls (Su) At 11th level, whenever a living or undead creature is reduced to zero or fewer hit points within 30 feet of the witch she regain a number of hit points equal to the slain creature’s HD as part of her essence is consumed by the witch’s connection to death.
- Claim Vessel (Su) At 15th level, whenever the witch slays a living creature with her channel negative energy ability or any of the bonus spells granted by her patron, the body of the creature rises as a skeletal version of that creature one round later under the control of the witch. After one hour per Intelligence modifier the witch possesses, this skeleton crumbles to dust and the original creature may only be resurrected via wish or miracle.
- Undead Apotheosis (Su) At 19th level, the witch’s connection to the powers of death and decay reach her height alongside her magical prowess and she become a lich, creating a phylactery at no cost, though it must be an item of some significance to the witch. The witch’s familiar is also treated as undead for the purpose of positive and negative energy effects
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Pale Rider (Sp) A witch who selects this hex gains the ability to cast mount once per day as a spell-like ability. At 7th level, the witch gains the ability to cast phantom steed at will. Both of these spell-like abilities use the witch’s level as the effective caster level. Mounts created through the use of this ability appear gaunt and near skeletal and do not pass as normal horses.
- Cruelty (Su) A witch who selects this hex may choose an antipaladin cruelty in place of a hex. Whenever the which channels negative energy against a single target she may affect the target with one of her known cruelties. The witch may select this hex multiple times. The witch uses her class level as her antipaladin levels to qualify for cruelties and determine her effects.
- [Major Hex] Death Master (Ex) The witch adds animate dead, create undead and create greater undead to the witch’s spell list and to her familiar as spells known, the witch must be of the appropriate level to prepare and cast these spells.
Focused Patron, Occult
Some patrons of death are more focused and grant the witch spells that reflect a mastery over souls, rather than the corporeal body. A witch with this focused patron instead gains these spells: 1st — deathwatch, 2nd — spectral hand, 3rd — haunting choir, 4th — black tentacles, 5th — sessile spirit, 6th — speak with soul, 7th — waves of exhaustion, 8th — trap the soul, 9th — gate.
Focused Patron, Undeath
Some patrons of death revel in the creation of undeath — powerful undead such as liches or vampire lords, or archfiends such as Orcus, who holds dominion over the undead. The witches to whom she grant boons are seen as instruments to build her undead armies. A witch with this focused patron instead gains these spells: 1st — detect undead, 2nd — command undead, 3rd — create soul gem, 4th — animate dead, 5th — torpid reanimation, 6th — create undead, 7th — control undead, 8th — create greater undead, 9th — energy drain.
Decadence
Patrons of Decadence revel in hedonism. and a witch with this patron strives to aggregate power and money as a means to seek more enjoyment and to show off her wealth. The most common Decadence patrons are fey, fiends such as succubi, or divine beings that revel in partying or wealth.
Bonus Spells: 1st — delusional pride, 2nd — demand offering, 3rd — shamefully overdressed, 4th — charm monster, 5th — dream, 6th — envious urge, 7th — waves of ecstasy, 8th — euphoric tranquility, 9th — resplendent mansion.
Boons: The following boons are granted by these patrons.
- Glittering Personality (Ex) A witch with a Decadence patron keys her spellcasting ability to Charisma, rather than Intelligence; any witch abilities keyed to Intelligence are instead keyed to Charisma. At 1st level, she is granted a familiar that can make a touch attack that causes euphoric pleasure in the creature touched, effectively dazing the creature 1d4 rounds. This touch can also be done in the same action used to deliver a touch spell for the witch, with the effects of the spell resolving before the effects of this ability. This ability can be used a number of times per day equal to 3 + the witch’s Charisma modifier.
- Life of the Party (Su) At 3rd level, the witch adds half her witch level as a bonus to Bluff and Diplomacy checks, and when she attempts to improve the attitude of other creatures, if she spends at least 30 minutes in carousing with drinks or other indulgences, she improves the creatures’ attitude by two steps rather than one. At 8th level, when the witch successfully improves the morale of a creature by two steps using this ability, she can also implant a triggered suggestion upon this creature. She can affect an additional creature this way (in the same or separate encounters) for every 4 levels after 8th level.
- Stunning Euphoria (Su) At 7th level, the familiar’s euphoria touch ability has intensified to the point that it can stun the creature touched in addition to the dazing it. The target must make a Will save (DC 10 + 1/2 her witch level + her Charisma modifier) or be stunned for 1 round. On a success, the creature is still dazed for 1d4 rounds.
- Monetary Distraction (Sp) At 11th level, the witch can cast major creation as a spell-like ability, and she can only use this to create items of finery or wealth — such as opulent clothing, or gems, jewels or other shows of wealth. Other mundane items can be created, so long as they are of similar level of faux couture, thus the witch could create a ladder, so long as the ladder is gold leafed and/or studded with gems. The duration of these created items is extended as if prepared with the Extend Spell feat.
- Seducing Glance (Su) At 15th level, a witch can, as a swift action, attempt to fascinate a creature who can see her within 30 feet. The target must make a Will save (DC 10 + 1/2 her witch level + her Charisma modifier) or be fascinated for each round that the witch uses a swift action to maintain this ability. If a target affected by this boon is harmed by the witch or her allies, the target is able to make another save to end the effect. Any spell of the Enchantment or Illusion school cast by the witch against this target adds 5 to the save DC for that spell.
- Endless Feasting (Sp) At 19th level, a witch can cast heroes’ feast at will. However, the benefits can only apply once, if the spell is cast again, the benefits are reset.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Enhanced Prosperity (Sp) Once per day, the witch can add to the opulent flair or allure of a space, as the spell spell prosperous room, except that the duration is fixed at one day.
- [Major Hex] Lingering Impression (Ex) The effects of improving reactions using the witch’s life of the party boon last twice as long as normal. Any future checks to improve attitides with the same creature(s) affected from an earlier encounter are made with a circumstance bonus of +4.
Deception
Deception is a powerful and versatile tool in the arsenal of any spellcaster, but for a witch who gains this power, it becomes fundamental to who she is and how she exerts her influence on the world at large. The most common patrons are fey, devils, and eladrin.
Bonus Spells: 1st — ventriloquism, 2nd — invisibility, 3rd — blink, 4th — confusion, 5th — passwall, 6th — programmed image, 7th — invisibility (mass), 8th — scintillating pattern, 9th — time stop.
Boons: The following boons are granted by these patrons.
- Pilferer (Ex) At 1st level, the witch adds mage hand and prestidigitation to her list of cantrips and as spells known via her familiar. The witch’s familiar gains a bonus to Sleight of Hand checks equal to half the witch’s level (mimimum 1), and it can make Sleight of Hand checks in proxy for the witch, even if it normally lacks the manipulative ability to do so, so long as the witch has mage hand prepared. At 3rd level, when the familiar gains the deliver touch spells ability, it can attempt to make a Sleight of Hand check in the same action as it delivers a touch spell for the witch; the effect of the spell is delivered before resolving the Sleight of Hand check.
- Shifting Features (Sp) At 3rd level, the witch gains the ability to cast disguise self at will as a spell-like ability, using her witch level as the caster level. At 10th level this effect no longer has an easily detectable magic aura, requiring a Spellcraft check against a DC of (DC 10 + 1/2 the witch’s level + the witch’s Intelligence modifier). Further, the witch’s familiar may also gains an alternate form, to that of any other nondescript animal of the same size as the familiar; changing between these forms is a standard action.
- Scatter Images (Su) At 7th level whenever, whenever the witch casts mirror image, she can affect with the same casting by splitting the duration between them. She can also imbue her mirror images with a bit of extra flair to disrupt foes that attack the duplicates. Whenever a mirror image is destroyed, it bursts into a loud pop with bright light, forcing the creature destroying the image to make a Reflex save against a DC of 910 + ½ the witch’s class level + her Intelligence modifier). Failure means the creature is staggered and dazzled for one round from partial blindness and/or deafness; sucess means the creature is only dazzled for one round.
- At 11th level, the witch’s magic becomes much more subtle and hard to detect. A number of times per day equal to the witch’s Intelligence modifier, she may cast a spell as though it had no components, by increasing the casting time to a full-round action.
- Unsteady Reality (Su) At 15th level, whenever the witch casts a targeted illusion spell that allows a saving throw to disbelieve, she can force the target(s) to roll twice and take the worst result. She can do this a number of times per day equal to her Intelligence bonus.
- Prison of the Mind (Su) At 19th level, the witch may impart a terrible curse onto a creature, a grand deception that will harry after her forevermore. As a full-round action the witch brings to bear her full connection to the power of deception against a single target within 60 feet. The target must succeed on a Will save with a DC of 20 + the witch’s Intelligence modifier, failure means the creature believes all that she perceive to be a dream, that nothing and no one is real. This is a permanent curse effect which can only be removed by a break enchantment spell, wish or miracle.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Talent for Illusion (Su): A witch who selects this hex adds one illusion spell of each spell level 1-3 from the sorcerer/wizard spell list to her familiar as spells known and to the witch spell list. The witch must still be of the appropriate level to prepare and cast these spells.
- Resilient Illusion (Su): A witch who selects this hex increases the strength of her illusions. All DCs to dispel an illusion created by the witch increase by two.
- nondetection as the spell with a caster level equal to the witch’s caster level. A witch who selects this hex is particularly skilled at integrating her illusions into reality. All illusions cast or created by the witch are under the effects of
Focused Patron, Trickery
Some patrons of deception lean more toward capriciousness, rather than merely illuion and deception, and grant the following spells: 1st — animate rope, 2nd — mirror image, 3rd — instant fake, 4th — horrific doubles, 5th — false vision, 6th — mislead, 7th — reverse gravity, 8th — screen, 9th — time stop.
Dreams
(Replaces Ethereal, Nightmares) Witches with a patron of dreams are often fortune tellers and soothsayers, interpreting abstract signs from illogical dreamscapes. The most common Dream patrons are celestials or powerful planar inhabitants of the Dreamlands.
Bonus Spells: 1st – sleep, 2nd – rope trick, 3rd – oneiric horror, 4th – spiritual ally, 5th – dream, 6th – wind walk, 7th – ethereal jaunt, 8th – euphoric tranquility, 9th – microcosm
- Oneiromancy (Su or Sp) A witch with a Dreams patron casts and prepares spells from the psychic spell list, rather than the witch spell list, and casts her spells as psychic magic. At first level the witch is granted a familiar that is a being of dreamstuff; it gains the figment archetype, and it has the ability to see into sleeping creature’s thoughts. As a standard action, the familiar can connect empathically to any sleeping creature within 30-feet as a spell-like ability. The target creature can make a Will save against a DC of (10 + 1/2 the witch’s level + her Intelligence bonus) to resist. Once this dream connection is made, the familiar can relay the general emotions of the dreaming creature in place of its own empathic connection to the witch up to a mile away, for a number of rounds equal to the witch’s Wisdom bonus. The familiar can use this spell-like ability at will, but once a creature has either been affected or resists the attempt, it is immune for 24 hours.
- Dreamform (Su) At 3rd level, the witch can shift into a dream-like form, becoming partially real. As a standard action, once per day, she can gain 20% concealment for herself and her familiar one minute. The witch may expend a 2nd level or higher prepared spell to activate this ability additional times.
- Dreamsight (Su) At 7th level, the familiar’s ability to read a dreamer’s emotions with the Oneiromancy feature grows in power such that it can directly tap into the dreams of the sleeping creature, and share that with the witch as a vision of the creature’s most recent dream. If the targeted creature makes a second Will save against the same DC as above, it senses the presence of the familiar in the dream and awakens in 1d4 rounds, but the familiar and witch are unaware of being detected. If the save is unsuccessful, the creature is unaware that something has glimpsed into its mind, and for the next 24 hours, any spells of the Divination or Enchanement schools cast by the witch targeting this creature increase its save DC by +1. If such a spell has no save, instead increase the effect’s duration by 50%.
- Greater Dreamform (Su) At 11th level, when the witch activates her dream form ability, she and her familiar can choose to become invisible as the spell greater invisibility. To activate this effect more than once per day, the must expend a prepared spell of 4th level or higher.
- Dream Walker (Su) At 15th level, the witch can control the bodies of dreaming creatures. When within 30 feet of a dreaming creature the witch has gained a bonus against using the dreamsight ability, she may attempt to enter the creature’s mind and control its body. The target must make a Will save against the same DC as above; on a failure the witch gains control of the creature’s body as the spell possession, treating the witch’s level as her caster level. While controlled, its soul remains in its body, but the targeted creature is locked within a peaceful dream, unaware of the possession. If the controlled creature dies, the witch’s consciousness immediately returns to her own body.
- Ghost of the Mind (Su) At 19th level the witch is truly a living dream. The witch can enter an incorporeal state at will as a standard action; so long as her familiar is within 30 feet of her, it becomes incorporeal as well. This includes all equipment carried by the witch also becomes incorporeal. Ending this incorporeal effect is a free action.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Sleepless (Su) A who selects this hex becomes immune to sleep effects and no longer needs to sleep in order to avoid fatigue or exhaustion, though she must still rest in order to prepare spells, and can sleep if she so chooses.
- Sleep Deprivation (Sp) Once per day as a standard action, the witch can cause a targeted creature to suffer from sleeplessness, tossing and turning at night rather than gaining any worthwhile rest. When the target attempts to rest within the first 24-hour period of receiving this effect, it makes a Will save; failure means the target creature is deprived of rest for the 24-hour period, suffering any ill effects (fatigue, inability to prepare spells, etc) that come with not resting. Every 24 hours thereafter, the creature makes another save with a cumulative +5 bonus, and continues to suffer the added effects of not sleeping, until a successful save ends the effects. Creatures that are immune to sleep effects, or that don’t need to sleep are unaffected by this hex.
- [Major Hex] Dream Shaper (Sp) A witch with this hex can shape objects of desire out of dreamstuff. Once per day, the witch can cast major creation as a spell like ability, except the resultant effect is of the illusion school rather than conjuration for the purposes of its magical aura. She can expend a 5th level or higher prepared spell to use this ability an additional time.
Focused Patron, Ethereal
It is said that dreams and visions that dwell in the dreamlands take her shape in their passage through the ethereal plane, and dream patrons may grant spells that focus on this place of transience: 1st — detect undead, 2nd — see invisibility, 3rd — ectoplasmic snare, 4th — condensed ether, 5th — ethereal envelope, 6th — ethereal jaunt, 7th — ectoplasmic eruption, 8th — ethereal envelopment, 9th — etherealness.
Focused Patron, Nightmares
Some patrons of dreams come from the Demiplane of Nightmares within the Dreamlands, or perhaps a fell outsider or being of the Far Realm who has twisted the more serene powers of dreams into something darker and frightening; these patrons instead grant the following spells: 1st — sleep, 2nd — detect thoughts, 3rd — oneiric horror, 4th — phantasmal killer, 5th — nightmare, 6th — dream travel, 7th — symbol of weakness, 8th — demand, 9th — weird.
The Nightmare patron also replaces the ghost of the mind boon with the following:
- Living Nightmare (Su) At 19th level, the witch can become the embodiment of onlookers’ worst nightmares. When she enters her dreamform, rather than becoming invisible, she can choose to gain the frightful presence monster ability. During this effect, she can choose to touch a creature that has failed its save to become shaken or frightened, and force it to make a Fortitude save for 3d6 damage, or die, as with the spell phantasmal killer. Once a creature has been affected or saved against this ability, it is immune for 24 hours. The witch can continue to touch another creature each round for the duration of this ability, up to a number equal to her Intelligence modifier; if she does, her dreamform ends immediately upon touching the maximum allowed creatures. To activate this effect more than once per day, the must expend a prepared spell of 6th level or higher.
Eldritch Horror
An eldritch horror patron is a powerful, ancient and often chaotic creature from beyond the known planes of existence. her motives are inscrutable and her power is terrifying. Witches that are granted the power of an eldritch horror patron use her abilities to perform dark rituals, call upon aberrative creatures and furthering the goals given to her by the ancient beings. The most common patrons of the stars are the dark and chaotic creatures from the Far Realm.
Bonus Spells a witch with an Eldritch Horror patron chooses a here from which to gain bonus spells:
- Entropy: 1st — lesser confusion, 2nd — plague carrier, 3rd — babble, 4th — wandering star motes, 5th — feeblemind, 6th — antimagic field, 7th — insanity, 8th — symbol of insanity, 9th — interplanetary teleport.
- Stars: 1st — faerie fire, 2nd — dust of twilight, 3rd — guiding star, 4th — wandering star motes, 5th — dream, 6th — cloak of dreams, 7th — circle of clarity, 8th — euphoric tranquility, 9th — astral projection.
Boons: The following boons are granted by these patrons.
- From Unknown Places (Ex): At 1st level, the witch’s familiar and the creatues she summons are more unnerving and alien than normal. The familiar’s racial type changes to aberration. Once per day, the witch may add the Star-Borne template to any creature that the witch summons with a conjuration (summoning) spell. At 5th level, and every 5 levels thereafter, she gains an additional use of this ability. The star-borne template overrides any template the summoned creature may have normally (such as fiendish or celestial).
- Visions of the Void (Su): At 3rd level, the witch can grant a target she touches a glimpse of the terrors and creatures of the dark alien spaces far away as a standard action. The target is immune to mind-affecting effects but takes a -2 penalty on attack rolls and skill checks for 1d4 rounds. If the target is under another mind-affecting effect when touched, the creature is allowed another save to break that effect (if applicable). The witch’s familiar can also make this touch attack, and may deliver a touch spell from the witch from the same touch, with the spell resolving after the effects of this touch are delivered.
- Changing Form (Ex): At 7th level, the witch and her familiar begin to change from her prolonged ccommune with the creatures from beyond the stars, gaining 25% fortification and a +2 bonus to CMB and CMD vs grapple combat maneuvers, Escape Artist, and Acrobatics checks to avoid attacks of opportunity, as limbs and body begin to move and bend in unnatural ways making it hard to hold them or track their movements. The witch and familiar both also gain a 1-point evolution from the eidolon’s list of evolutions; each can select a different evolution.
- Exuded Invisibility (Ex): At 11th level, the witch can exude a form of tenuous natural invisibility. This functions as the natural invisibility universal monster ability except it is subject to invisibility purge and effects that outline invisible creatures (such as glitterdust and faerie fire). It cannot be dispelled. She may exude this invisibility as a move action for a number of rounds equal to her witch level. The rounds need not be continuous. the witch may end this invisibility as a free action on her turn.
- Child of the Stars (Ex): At 15th level, the witch can travel the stars as her patron creatures. she gains cold immunity and no longer need to breathe. Additionally, she can go a number of months equal to her Constitution modifier (minimum 1 month) without needing to eat or drink.
Table: Conduit Effects | |
---|---|
Effect (% roll) | Save/Attack |
1-40% Confused for 1 round | Will negates (mind-affecting) |
41-70% Panicked for 1 minute | Will negates (mind-affecting) |
71-80% – 2d6 cold damage | Fortitude half |
81-90% – 2d6 acid damage | Reflex half |
91-100% – 1d10+4 bludgeoning damage from some otherworldly appendage | Attack roll = witch’s caster level check |
- Conduit of the Space Between (Su): At 19th level, the witch can, as a standard action, open herselves up as a conduit to the dark hideous spaces between the stars. While acting as a conduit, the witch can take no actions other than babbling incoherently or dealing damage to herself as per the confusion spell (50% chance of each). If the witch has immunity to mind affecting effects, she is still affected by this special form of confusion. The witch may channel the connection for a number of rounds equal to her witch level. The rounds need not be consecutive but to end the effect early, the witch must make a Will saving throw against a DC of (10 + 1/2 the witch’s level + her Charisma modifier).While this connection is open, any creatures within 60 feet of the witch, including the witch, are exposed to a random effect from the table Conduit Effects. The DC to resist these effects is the same as the DC for the witch to end the effect early
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Gibber (Su) A witch with this hex can make a disturbing gibbering sound in the place of cackling, that clouds and confuses the mind of her target. In addition to the effects of the Cackle hex, the target is confused each round that the witch maintains her gibber, and that the taget fails a Will save against the hex. The witch must have the Cackle hex before selecting this hex.
- Unuttered Words (Su) the witch can speak telepathically with one target within 100 feet for a number of minutes equal to her class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. When using this hex to communicate with an aberration, the distance increases to 300 feet.
- [Major Hex] Limb Growth (Ex) A with this hex grows an additional appendage, the nature of which is usually odd but determined by the . This extra appendage cannot not aid in movement, however it can hold or use items, though not fine manipulation or wield weapons, and it can deliver touch attacks, or a slam attack which deals 1d4 damage.
Enchantment
A witch with a patron of Enchantment revel in the control of objects and beings about her, and the thrill of being the center of attention appeals to her patron. The most common Enchantment patrons are powerful fey, fiends, or hags.
Bonus Spells: 1st — unnatural lust, 2nd — calm emotions, 3rd — unadulterated loathing, 4th — overwhelming grief, 5th — dominate person, 6th — geas/quest, 7th — euphoric tranquility, 8th — demand, 9th — dominate monster.
Boons: The following boons are granted by these patrons.
- Force of Personality (Su or Sp) The witch’s spellcasting is keyed on Charisma instead of Intelligence. At 1st level, the witch is granted a familiar with the ambassador archetype; this familiar can also speak the language of the witch as a spell-like ability, for a number of minutes equal to the witch’s level; these minutes do not have to be used consecutively but they are expended in one-minute increments.
- Enduring Charm (Su) At 3rd level, the witch adds her Charisma bonus to Will saves instead of Wisdom, and her familiar gains a bonus to Bluff, Diplomacy and Intimidate checks equal to half the witch’s level. Further, once per day, when the familiar delivers a touch spell of the Enchantment school for the witch, the spell can be extended, as the feat, without requiring a higher level slot or increasing casting time. The familiar can do this an additonal time per day for every 4 levels the witch gains after 3rd.
- Charming Channel (Su) At 7th level, once per day, the witch can channel a spell of the Enchantment school through her familiar, using the familiar’s line of sight and line of effect. She can do this an additional time per day for every 4 levels she gains after 7th.
- Awe Inspiring Casting (Su) At 11th level, whenever the witch casts a targeted enchantment spell, she can use the same action to make an Intimidate check to demoralize target(s) of the spell. She can expend an additional prepared spell in the casting to extend the shaken effect by an additional round for each level of the spell sacrificed.
- Master of Charms (Su) At 15th level, if the witch casts an enchantment spell which can normally only target specific types of creatures, such as charm person, it can instead target any type of living creature, so long as that creature isn’t otherwise immune to the spell’s effects.
- Persisting Charms (Su) At 19th level, if the witch casts an enchantment spell that targets a single creature she may choose to make that spell permanent, the target makes an additional Will saving throw to avoid this effect. Upon failure of both the original saving throw and this additional saving throw the duration of the spell becomes permanent until it is dispelled or otherwise removed. The witch can maintain only a single lasting impression at a time; and if she cast another spell using this effect, the earlier spell immediately ends.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Arcane Charm (Su) Whenever the witch or her familiar rolls a Bluff or Diplomacy check, the witch may expend a spell slot to gain a bonus on the skill check equal to the level of the spell slot expended.
- Charmed Life (Su) The witch’s force of personality can occasionally affect her luck. As an immediate action, a witch may reroll a saving throw or attack roll and add a bonus to the roll equal to her Charisma modifier. The witch may use this ability once per day plus an additional time per day for every 4 class levels.
- [Major Hex] Strike the Ego (Su) witches with a Charm patron can tear down the mental defenses and faculties of her foes with little more than honeyed words. As long as the witch has an enchantment spell available to cast she may spend a standard action and make a Bluff or Intimidate check to lash out and belittle or threaten foes. Each enemy within 30 ft must make a Will save with a DC equal to 10 + 1/2 the witch’s level + the level of the witch’s highest level prepared enchantment spell. Failure means the creature takes damage equal to the skill check result. This is a mind affecting effect.
Fate
(Includes Fate, Jynx, Portents) In myth, witches are traditionally associated with deities or forces that govern fate. Many of these deities are represented as witches herselves. Whether presiding to births, comings of age, marriages, and deaths, delivering prophecies that cannot be baffled, or meting rightful karma on evildoers, the mortal agents of Wyrd are often ruthless or even cruel in the pursuit of her duties, though some of her can be guided by genuine compassion for the living and faith in an eventual happy ending. The most common patrons of fate are inevitables, graeae, or norns.
Bonus Spells: 1st — doom, 2nd — anticipate peril, 3rd — helping hand, 4th — blessing of fervor, 5th — greater forbid action, 6th — contingency, 7th — jolting portent, 8th — maze, 9th — wish.
Boons: The following boons are granted by these patrons.
- Seeing Eye (Ex) At 1st level, the witch’s familiar gains the ability to sense both things hidden and things unspoken. So long as the familiar is in contact with the witch, the witch gains a bonus to Perception and Sense Motive checks equal to half her witch level. The witch also treats both of these skills as class skills. At 7th level, the familiar gains a bonus of +1 on its Reflex saving throws, and if the familiar is in contact with or adjacent to the witch, the witch also gains this bonus. This bonus increases by +1 for every 3 levels after 7th.
- Seer’s Curse (Su) At 3rd level, the witch gains an oracle curse, treating her witch level -2 as her oracle level.
- Ineludible Fate (Su) At 7th level, when the witch casts a spell with the curse descriptor or a spell that grants luck bonuses to a creature, the spell’s duration doubles as per the Extend Spell feat, without increasing its level. This ability can be used a number of times per day equal to the witch’s Intelligence bonus.
- Soothsayer (Su) At 11th level, the witch gains Psychic Sensitivity and Psychic Maestro as bonus feats, and must select among Automatic Writing, Prognostication, Psychometry, and Read Aura as her occult skill unlocks to use more often. If the witch already possesses one or both these feats, she can instead gain any feat with “Psychic” in her name for which she qualify.
- Judgment Pronounced (Su) At 15th level, the witch can pronounce judgment against a creature based on its actions in life and grant it a new chance at life or an eternity of torment or bliss. Once per day, the witch can cast hasten judgment, reincarnate, or resurrection on a dead creature as a spell-like ability. At 19th level, the witch adds judgment undone to the spell-like abilities to choose from.
- Self-Fulfilling Prophecy (Sp) At 19th level, the witch is able to predict a creature’s future, and impose it to pursue that specific future. This functions as geas/quest, except that as long as the target creature is obeying the portents of the geas, it receives a +4 bonus to its AC and on attack rolls, saves, ability checks, and skill checks. Only the witch, or a limited wish, wish, or miracle can end a self-fulfilling prophecy before the target might, indeed, fulfill the terms of the geas. The witch can only have this effect active on one target at a time; if the witch uses this ability again before an earlier effect is removed or expires, the earlier one immediately ends.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Minor Prophecy (Su) The witch can call on her prophetic patron when casting augury, she can add an additional +1 to the percentage chance for every 4 witch levels (to a maximum chance of 95%); she can spend a full hour casting the spell to negate the need for material components.
- Alter Fortune (Su) The witch can grant a creature within 30 feet a bit of good or bad luck for 1 round. With good luck, the target can call upon this good luck once per round, allowing her to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. she must decide to use this ability before the first roll is made. With bad luck, the target is forced to reroll any one ability check, attack roll, saving throw, or skill check of the witch’s choice once per round and take the worst result. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has been targeted by the alter fortune hex, it cannot be targeted again for 24 hours.
- [Major Hex] Major Prophecy (Su) The witch can call on her patron and cast divination, adding half the witch’s level to the total percentage chance (to a maximum of 100%; if the witch takes an hour to cast the spell, she may ignore the need for material components.
Focused Patron, Portents
Whereas many patrons of Fate petition for certain outcomes of fate, or manipulating it to bring fitting karma, other patrons primarily focus on prophecy for prophecy’s sake, and grant spells to the witch to divine these twists of fate, for better or worse: 1st — ill omen, 2nd — locate object, 3rd — blood biography, 4th — divination, 5th — contact other plane, 6th — legend lore, 7th — vision, 8th — moment of prescience, 9th — foresight.
A Portents patron also replaces the Judgment Pronounced boon of the witch with the following:
- Inescapable Eyes (Su) The witch can thwart any ward against her divinations, given enough magical power by her patron. By increasing the casting time of a divination spell to twice the normal casting time, and sacrificing an additional prepared spell of the same effective level, the witch is allowed a caster level check opposing the caster level of the warding effect, even in the case of wards that normally have no chance of being overcome, like the mind blank spell. If the witch sacrifices a spell of a higher level than the divination spell she is casting, then she is granted a bonus to her caster level check, equal to the difference between the divination spell and the sacrificed spell. If the caster level of the warding effect is greater than three times the spell level of the divination spell the witch is casting (counting any heightened spell level), then this ability has no effect.
Focused Patron, Jynx
And yet still, there are patrons of fate that revel in manipulating fate for the sake of justice, or pure caprice — malevolent or otherwise. Unseelie fey, certain celestials of retribution, and fiends of the lower planes are often the sort of patrons that grant these alternate spells to the witch: 1st — ill omen, 2nd — shatter, 3rd — bestow curse, 4th — retribution, 5th — Alaznist’s Jinx, 6th — eyebite, 7th — spell turning, 8th — antipathy, 9th — energy drain.
A Jynx patron also replaces the Judgment Pronounced boon of the witch with the following:
- Misfortune Even in Death (Su): Once per day, the witch can touch a dying or deceased creature, inflicting a terrible curse upon it that tips the scales of fate against the creature’s return, and the more powerful the creature, the higher chance the patron of cruel fate might intervene. Any attempts to restore the touched creature to life suffer a spell failure percent chance equal to the hit dice of the creature + the witch’s level. This curse can only be removed upon a successful revival of the creature, or by casting break enchantment, miracle or wish upon the corpse before attempting to revive it.
Fauna
(Replaces Animal) A patron of fauna is a guardian of creatures great and small that might be impacted by the growth and progress of the more civilized creatures. Witches that are granted the power of a fauna patron tend to use her powers to defend animals from poaching, ensuring the continuing of species endangered by civilization’s progress and sometimes opposing civilization itself. The most common patrons of fauna are typically fey but some are other nature spirits or powerful awakened animals.
Bonus Spells: 1st — charm animal, 2nd — animal messenger, 3rd — greater magic fang, 4th — watchful animal, 5th — animal growth, 6th — antilife shell, 7th — swam skin, 8th — animal shapes, 9th — summon nature’s ally IX.
Boons: The following boons are granted by these patrons.
- Companion Familiar (Ex) At 1st level, a witch with a fauna patron gains a larger, more feral familiar. The witch may choose any animal medium size or smaller available to the druid. This companion familiar must be the animal exemplar, mauler, or protector archetype. A companion familiar with the mauler archetype that is already medium sized increases its size to large when in its battle form. Any spells the witch casts or abilities she has that affects animals will also affect her companion familiar as if it were an animal rather than a magical beast.
- Lifesense (Su) At 3rd level, a witch with a fauna patron gains the ability to sense other living creatures nearby. she can locate creatures within 10 feet as if she had blindsense. This sense is only able to detect animals, dragons, fey, humanoids, magical beasts, monstrous humanoids, and vermin. At 6th level and every 3 levels thereafter, the sense extends another 10 feet.
- Wildform (Su) At 7th level, a witch with a fauna patron can spontaneously cast beast shape I, with an increased duration of one hour per level. At 11th level, she can spontaneously cast beast shape II in the same fashion; at 15th level she can spontaneously cast beast shape III; and at 19th level she can spontaneously cast beast shape IV. The witch can revert to her natural form before the duration expires.
- Greater Wildform (Su) At 11th level, when a witch with a fauna patron uses her wildform ability, the form is treated as if the witch possed both Wildspeech and the Wild Spell feat. Further, spontaneously casting a beast shape spell of a lower level than the prepared spell sacrificed reduces the casting time to a move action and dismissing the resulting form before the duration ends becomes a swift action.
- Animal Gate (Sp) At 15th level, a witch with a fauna patron can, as a full-round action, teleport adjacent to a living creature she within her line of sight or within range of her Lifesense ability. If there is no safe space adjacent to the creature, the ability fails. The witch can use this same ability to teleport to her companion familiar without a distance limit, so long as the two are on the same plane.
- Mastery of Fauna (Ex) At 19th level, a witch with a fauna patron is seen as a master of the orders of fauna. Any creature of the animal or magical beast type has a minimum starting disposition toward the witch of indifferent and will not willingly attack her unless attacked first. Additionally, the witch may use charm monster on an animal or magical beast by expending a use of wild shape if the creature has an Intelligence lower than 10.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Beast Speech: The witch can speak to animals as if you shared a common language. This allows her to use Diplomacy in place of Handle Animal to improve the attitude of an animal.
- Hidden from the Primal Eye: The witch may cast hide from animals as a swift action; she may choose to also affect her companion when cast.
- [Major Hex] Animal Spell Channel: The witch may cast a spell as if it were originating from an animal within 30 feet using its line of sight and line of effect. Additionally, she may cast any spell with the range of personal on an animal within 30 feet. This ability can also be used on her companion-familiar.
Fey
Of all the possible witch patrons, perhaps none are more pervasive than the fey. Elder fey are creatures of great power, and her Courts deem mortal vessels as a valuable asset. While there are fey sponsors for many, if not all of the patron choices herein, a patron granting these boons to a witch is one who considers the witch a mortal exemplar, allowing the witch to even emulate her sponsors.
Bonus Spells: 1st – color spray, 2nd – glitterdust, 3rd – gullibility, 4th – fey form I, 5th – entice fey, lesser, 6th – fey form II, 7th – fey form III, 8th – fey gate, 9th – fey form IV.
Boons: The following boons are granted by these patrons.
- Laughing Familiar (Sp) At 1st level, the witch is granted a familiar with the fey-touched template. This familiar can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and cannot attack, but can defend itself normally. The familiar can deliver this touch in the same action in which it delivers one of the witch’s touch spells, resolving the effects of this touch before that of the spell. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. The familiar witch can use this ability a number of times per day equal to 3 + her Charisma modifier. This is a mind-affecting effect.
- Woodland Stride (Ex) At 3rd level, the witch can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or taking any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. This counts as the druid ability of the same name. If she is in contact with her familiar, she can also ignore movement penalties in magically manipulated terrain, however she still suffers any additional effects of this manipulation, such as taking damage from thorny entanglement.
- Fairy Dust (Su) At 7th level, when casting glitterdust, instead of blinding the target, the witch can grant a target the benefits of the levitate spell or put it to sleep as per the sleep spell, but affecting up to 8 HD. These benefits last for the duration of the glitterdust, and the witch can choose which effect to place upon each affected creature.
- Fleeting Glance (Sp) At 11th level, the witch can turn invisible for a number of rounds per day equal to her class level. This ability functions as greater invisibility. These rounds need not be consecutive, but must be spent in one-round increments.
- Fey Magic (Su) At 15th level, the witch may reroll any caster level check made to overcome spell resistance for any Enchantment spell she casts. She must decide to use this ability before the results are revealed by the GM. The witch must take the second result, even if it is worse. She can use this ability at will.
- Soul of the Fey (Su) At 19th level, the witch’s soul becomes one with the world of the fey. Her race type changes to Fey, and she gains the native subtype in addition to any other subtype she has. She gains immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack the unless compelled to do so through magic. Once per day, the witch can cast shadow walk as a spell-like ability using her class level as her caster level.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Greensight (Su) A witch who selects this hex gains greensight as the universal monster ability of the same name with a range of 60 feet.
- Tricksy (Ex) A witch who chooses this hex may use Intelligence in place of Charisma for Bluff and Disguise checks.
- [Major Hex] Perplex (Su) A witch who selects this hex can place this hex on one creature within 60 feet, causing her to be disoriented. The target is confused for a number of rounds equal to the witch’s level. A Will save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Flora
(Replaces Plant, Thorns, Woodlands) A patron of Flora grants her power to witches that protect the wild places. Overgrowth and verdant energy are what allows this magic to thrive, witches who heed these patrons are often champions of the wild lands associating closely with druids and communities of other like-minded peoples. The most common flora patrons are powerful dryads, ancient treants or other plantborne fey.
Bonus Spells: 1st — entangle, 2nd — accelerate poison, 3rd — lily pad stride, 4th — grove of respite, 5th — tree stride, 6th — repel wood, 7th — animate plants, 8th — control plants, 9th — shambler.
Boons: The following boons are granted by these patrons.
- Verdant Summons (Ex) At 1st level, the witch gains Summon Plant Ally as a bonus feat. The witch also loses the summon monster series of spells and instead gains the summon nature’s ally spells at the commensurate levels. As a swift action, she may quicken the casting of one of these spells to a standard action a number of times per day equal to her Intelligence bonus. Her familiar also has some measure of verdant quality and shows traits of this, gaining a +1 to saves against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning; this bonus increases by +1 for every 4 levels the witch possesses to a maximum of +4 at 16th level.
- Viny Sinew (Ex) At 3rd level, the witch’s muscles toughen like thick vines; increasing her base natural armor bonus by one. This bonus increases by an additional +1 at 8th, 13th, and 18th levels.
- Verdant Companion (Su) At 7th level, the witch gains a vine leshy as a cohort. This is treated as having the Leadership feat, except that the witch does not gain any additional attendants. Further the witch’s familiar is able to treat plant creatures as animals of its own kind for the purposes of speaking to these creatures.
- Explosion of Growth (Sp) At 11th level, the witch gains mastery over the plant life of the world around her. She may spontaneously cast plant growth by sacrificing a prepared spell of an equal or higher level. She may alternately use this spell-like ability to target a number of plant creatures in a 100-foot radius equal to her Intelligence modifier to grant her the benefits of enlarge person as if the creatures were humanoid.
- Verdant Healing (Su) At 17th level, the witch and familiar gain fast healing 2 so long as they are within wooded natural surroundings; they can regain a number of hit points equal to twice the witch’s hit dice in this manner. At 19th level, both witch and familiar automatically stabilize when they are in these surrounds.
- Plant Apotheosis: At 19th level, the witch’s connection to the verdant world has deepened to the point that it is suffused into her being. She is considered both a plant creature and her original type for the purpose of spells and effects. She gains a +5 bonus to saves against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning, and she no longer needs to eat or sleep so long as she remains in sunlight at least 4 hours every day.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Greensight (Su) A witch who selects this hex gains greensight as the universal monster ability of the same name with a range of 60 feet.
- Photosynthesis (Ex) A witch who selects this hex can subsist on one hour of sunlight and one gallon of water a day and requires no other food or water to survive.
- [Major Hex] Forestfriend (Su) The witch gains the ability to cast a special version of awaken as a spell-like ability. This ability can only affect trees and requires no material component. Only one tree may be awakened at a time in this fashion; if the witch awakens another tree in this fashion, the first one reverts to its original state. It has a starting attitude of helpful rather than friendly and will generally do as the witch asks, though it will not carry out self-destructive actions beyond aiding the witch in combat.
Focused Patron, Thorns
Alternately, a Flora patron may be a more aggressive protector of the natural world, and grants her witch spells to command the very wilderness about her to defend itself. A witch with this focused patron instead gains the following spells: 1st — thorn javelin, 2nd — wrath, 3rd — thorny entanglement, 4th — thorn body, 5th — wall of thorns, 6th — blade barrier (as a hedge of thorns), 7th — seige of trees, 8th — mage’s sword, 9th — wooden phalanx.
A Thorns patron also replaces the Plant Apotheosis boon of the witch with the following:
- Army of the Woodlands (Sp) At 19th level, when casting wooden phalanx, the witch can expend an additional prepared spell of the same level as a swift action in order to double the resulting number of wood golems, and the duration of the spell becomes a full 24 hours.
Life
(Replaces Healing, Mercy, Recovery) A patron of life directs her powers in the creation, preservation and enjoyment of life. Witches that are granted the power of a Life patron use her abilities as healers, town counselors or protectors of life against the darker forces. The most common patrons of life are good aligned celestials and Seelie fey.
Spellcasting: A witch with a life patron gains spells from the druid spell list instead of the witch spell list, and her spellcasting ability is keyed to Wisdom rather than Intelligence. All effects and abilities of the witch and her spells that key to Intelligence instead key on Wisdom. Her spells are still arcane spells, and she must learn then through her familiar and prepare her as a standard witch.
Bonus Spells The witch selects one of the following sets of bonus spells, based on the inclinations of her patron:
Healing: 1st — remove fear, 2nd — lesser restoration, 3rd — remove disease, 4th — restoration, 5th — cleanse, 6th — pillar of life, 7th — greater restoration, 8th — mass cure critical wounds, 9th — true resurrection.
Mercy: 1st — cure light wounds, 2nd — delay poison, 3rd — remove curse, 4th — restoration, 5th — cleanse, 6th — heroes’ feast, 7th — foe to friend, 8th — euphoric tranquility, 9th — true resurrection.
Recovery: 1st — liberating command, 2nd — remove paralysis, 3rd — sacred bond, 4th — freedom of movement, 5th — cleanse, 6th — heroes’ feast, 7th — joyful rapture, 8th — protection from spells, 9th — mass heal.
Boons: The following boons are granted by these patrons.
- Life Channeler (Su): At 1st level, the witch’s patron grants her a familiar that is a conduit to the energies of life; the familiar can convey healing to the witch, or whomever else it is touching, restoring 1d6 hit points of damage, and an additional 1d6 every two levels after 1st. Doing this is a standard action for anyone but the witch, whom it can heal as a swift action. The familiar is also able to deliver this touch at the same time as it delivers a touch spell for the witch, resolving the spell before delivering the effects of this touch. This works similarly to the lay on hands ability of the paladin, except that the familiar cannot use this ability to damage creatures harmed by positive energy. The familiar can do this a number of times per day equal to 1/2 the witch’s level + her Wisdom bonus (minimum 1)
- Life Preservation (Su): At 3rd level, the witch can preserve the lives of her allies. If an ally within 30 feet is reduced below 0 hit points by hit point damage, as an immediate action, the witch can spend a use of her life channeling boon to cast a conjuration (healing) spell or channel energy concentrated on the one ally, and this spell can be delivered by the witch’s familiar as an immediate action if the range of the spell is touch. This ability can prevent the death of the ally by hit point damage if the healing used brings her hit points back to an amount above her threshold.
- Healing Burst (Su): At 7th level, the witch’s familiar can expend two uses of the life channeling ability to radiate healing energy in a 30 foot radius, centered on the familiar. This works as the channel energy ability, except that it cannot be used to damage creatures harmed by negative energy.
- Adaptive Restoration (Su): At 11th level, the witch’s familiar can expend a use of its life channeling ability to cure a disease or neutralize a poison, or restore ability damage in place of healing hit points. This effectively duplicates the effects of neutralize poison, remove disease, lesser restoration or restoration (pick one). Doing this requires the witch to expend a prepared spell of the same or higher level as the spell being duplicated.
- Suppress Death (Su): At 15th level, the witch can expend a prepared spell of 6th level or higher to exude a 10 foot aura of irrepressible life. This functions like a globe of invulnerability, except that it only effects spells with the death descriptor, that deal negative energy damage, or impose energy drain of 6th level or lower.
- Thwart Death (Ex): At 19th level, the witch’s familiar can expend its remaining uses of life channeling in order to cast resurrection as a full-round spell-like ability on a creature it touches, or on the witch as a standard spell-like ability. Once the familiar does this, it is staggered for one minute unless it makes a Will save against a DC of (10 + 1/2 the witch’s level + her Wisdom bonus).
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Donate Life (Su) As a standard action, the witch can transfer her hit points to another creature within 30 feet. The amount of hit points transferable is an amount equal to her class level.
- Folk Remedies (Ex) The witch may perform all Heal skill checks without a healer’s kit and gains a +2 bonus on Heal skill check, and gains skill unlocks for the appropriate ranks in the Heal skil as if she had the Signature Skill feat.
- [Major Hex] Bolster Spirits: the witch can speak supportive and caring words to one creature within 60 feet. The target gains the benefit of the heroism spell for 1 round per level. When a creature has benefitted from this spell, it cannot be the target of this hex again for 1 day.
Light
Patrons of Light want to illuminate the realm, or fill it with color, or carry the wamrth of the midday sun; many are foes of powers that bring darkness to the world, or that dwell within it. The most common Light patrons are angels and good aligned fey.
Bonus Spells: 1st — dancing lantern, 2nd — continual flame, 3rd — daylight, 4th — rainbow pattern, 5th — wall of light, 6th — blazing rainbow, 7th — sunbeam, 8th — sunburst, 9th — prismatic sphere.
Boons: The following boons are granted by these patrons.
- Shining Beacon (Su) The witch’s familiar literally glows with a radiant light, which it can raise or lower at will. It radites normal light at a 30 foot radius. When the familiar is touching or adjacent to the witch, any spell with the light descriptor cast by the witch has its effective caster level increased by +1.
- Inspiring Radiance (Su) At 3rd level, when the witch casts a spell with the light descriptor
- Light Channel (Su) At 7th level, once per day, the witch can cast any spell on her spell list with the light descriptor using the familiar’s line of sight and line of effect. She can do this an additional time per day for every four levels after 7th.
- Empowered Flare (Su) At 11th level, whenever the witch casts a spell with the light descriptor, she may empower the light into a blinding flash, causing creatures in the radius of that spell to be dazzled for the duration of the spell if they fail a Reflex saving throw against the spell. If the spell doesn’t normally allow a saving throw, creatures are granted one for the purpose of this effect. If a creature fails the save by 5 or more, it is also staggered for one round.
- Spell Rivening (Su) At 15th level, the witch may choose to riven magical energy from a spell and turn it into pure light. As a standard action, the witch can expend a spell slot and choose a creature within 100 feet. The target must make a Reflex save with a DC of 10 + 1/2 the witch’s level + her Intelligence modifier or take 2d6 damage per level of the expended spell slot. A successful save reduces this damage by half. Against undead, evil outsiders, and creatures which are vulnerable to daylight this damage increases to 2d8 per level of the spell slot expended.
- Overwhelming Radiance (Su) At 19th level, as a standard action, the witch can radiate an aura of light equal 10 feet times her level, any darkness effects in the area are dispelled, including spells that create supernatural darkness. If an area is naturally dark to any degree, the light level becomes that of midday sunlight within the radius for the duration of the spell. Any undead or other light vulnerable creatures in the aura suffer 1d8 damage per round so long as they are in the area of effect. This aura lasts 10 minutes per witch level, which do not have to be used consecutively but do have to be used in 10-minute increments.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Piercing Light (Su) A who selects this hex gains the see in darkness universal monster ability with a range of 60 feet.
- Shining Example (Ex) A who chooses this hex may use Intelligence in place of Charisma for Diplomacy checks.
- [Major Hex] Light Mastery (Ex) A who selects this hex adds one spell with the light descriptor from the cleric/oracle or sorcerer/wizard spell lists to her familiar and to her spell list for each spell level she can cast.
Focused Patron, Aurora
Some patrons of light focus upon the joy and brilliance of both life and light, and a witch they sponsor is like a glimmering rainbow. The most common Aurora patrons are azatas, lillends, or divine attendants of deities of joy or beauty, and they grant these bonus spells: 1st — color spray, 2nd — hypnotic pattern, 3rd — wall of nausea, 4th — rainbow pattern, 5th — blazing rainbow, 6th — programmed image, 7th — prismatic spray, 4th — prismatic wall, 9th — prismatic sphere.
Focused Patron, Sun
Some patrons embody the light of the sun, and radiate not only light, but carry the fire that comes with it, outsiders like solars, or firre azatas bear the flames, and grant these spells to a witch: 1st — burning hands, 2nd — see invisibility, 3rd — fireball, 4th — wall of fire, 5th — fire shield, 6th — true seeing, 7th — sunbeam, 8th — sunburst, 9th — fiery body.
Mind
A witch with a patron of the Mind tend to be a cloistered practitioner of magic, using her mental acuity to grow her knowledge and power. The most common Mind patrons are powerful aberrations, devils, and psionic outsiders.
Bonus Spells: 1st — mindlink, 2nd — mental block, 3rd — mindscape door, 4th — create mindscape, 5th — psychic asylum, 6th — create mindscape (greater), 7th — psychic surgery, 4th — moment of prescience, 9th — microcosm.
Boons: The following boons are granted by these patrons.
- Empowered Mind (Ex) The witch chooses her spells from the psychic spell list rather than the witch spell list and casts her spells as psychic magic. At 1st level, her familiar can act as a telepathic channel between the witch and another creature of 3 Intelligence or greater, by coming in contact with the other creature. So long as the other creature and the familiar are in contact with each other, the witch may trade messages with the other creature in phrases of 20 words or less, similar to the sending spell. This is a language-dependent effect.
- Practiced Mind (Ex) At 3rd level, the witch uses her Intelligence modifier in place of her Wisdom modifier for Will saving throws.
- Expanded Mind (Ex) At 7th level, the witch may add three divination or enchantment spells of 4th level or lower from among the cleric/oracle, druid, or sorcerer/wizard spell lists to her familiar and to her spell list. Treat the spell level of the spell as the witch spell level; if a spell appears on more than one of these spell lists, use the wizard spell level to determine the spell level for the witch.
- Mind Over Matter (Su) At 11th level, the gains mastery over her physical form through the might of her mind. The adds her Intelligence modifier to saves against death effects, disease, negative energy, and poisons.
- Extract Memory (Su) At 15th level, the witch’s familiar gains the ability to pull memories from a willing or helpless creature. As a standard action, the familiar can touch a creature and replay up to one hour of the targeted creature’s memory to the witch, with perfect clarity, as though the witch were experiencing it herself. This ability can be used to view memories from any point in the targeted creature’s life. This ability is taxing on the witch however, and deals 1 Wisdom damage to her each time it is used. This is a divination effect with a caster level equal to the witch’s level, and it is subject to warding effects such as mind blank and other countermeasures.
- Overcome Psyche (Su) At 19th level, whenever a creature successfully saves against one of the witch’s enchantment spells, as an immediate action, she may expend an additional spell slot of the same level as the spell saved against; the target is then subjected to the spell as if the creature failed the save, but all effects and duration of the spell are as if the witch’s caster level were 1st level.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Focused Divination (Su) Whenever the witch casts a divination spell, she may choose to increase the casting time, and thus increase the duration of the effects by half. When increasing casting time, increase by the following steps: Swift Action, Move Action, Standard Action, Full-Round Action; if the casting time is longer, then the casting time doubles.
- Bewildering Psyche (Su) The witch’s mind becomes a thwarting maze for others who dare to divine it. When another creature attempts to read the mind the witch, an opposed caster level check is required, regardless of any checks needed for other wards protecting the witch’s mind. If the creature fails this check, it ends up confused for a number of minutes equal to the amount the witch beat the opposed check.
- [Major Hex] Telepathic Retribution (Su) The witch’s mind is not a pleasant place to venture, and those who attempt it are left with an indelible mark. A creature attempting to scry or read the mind of the unwilling witch has to make an opposed caster level check against the witch. Losing the check results in the creature suffering Wisdom damage equal to the amount the which beat the opposed check, and suffers confusion for the same number of hours. The witch must select the Bewildering Psyche hex before choosing this hex.
Focused Patron, Conspiracy: they’re out there, and the witch knows it. Just what is out there, and what grants her power, she may not know, but she’ll certainly make the connections to find it. 1st — lock gaze, 2nd — disguise other, 3rd — tongues, 4th — hypercognition, 5th — dominate person, 6th — symbol of persuasion, 7th — vision, 4th — frightful aspect, 9th — overwhelming presence.
Focused Patron, Insanity: Insanity is the corruption of the sanctity of the mind, but to patrons focused on this corruption, it can be both a tool for conquest, and a shield against reason; the spells they grant to a witch reflect this. 1st — memory lapse, 2nd — hideous laughter, 3rd — distracting cacophony, 4th — confusion, 5th — mind fog, 6th — envious urge, 7th — insanity, 4th — symbol of insanity, 9th — overwhelming presence.
Moon
Moon patrons tend to gravitate to loners and nightowls. They’re often as multifaceted as the face of the moon, and often with an affinity for the beasts who roam beneath the night sky. The most common Moon patrons are powerful guardinals, or the animal lords of the Beastlands, or the celestial (or infernal) attendants of deities of the moon or lycanthropes.
Bonus Spells: 1st — faierie fire, 2nd — darkvision, 3rd — moonrise arrow, 4th — moonstruck, 5th — aspect of the wolf, 6th — control water, 7th — lunar veil, 4th — moonbeam, 9th — polar midnight.
- Lunar Familiar: The witch’s familiar is always an animal, typically one with affinity for night skies. It can speak with animals of its kind at 1st level rather than 7th level. At 7th level, the familiar can speak to all animals as if continually affected by speak with animals, unless an archetype traded off its speak with animals of its own kind ability.
- Lunar Form (Su) At 3rd level, the witch can manifest the aspect of creatures associated with the moon, this acts as beast shape at her caster level but only allows the to take the forms of bats, cats, owls, rats, wolves or similar nocturnal creatures; she can also use this ability to change her appearance to that of another member of her race, as alter self. This ability can be used a number of times per day equal to the witch’s Wisdom modifier.
- Lycanthropic Familiar (Su) At 7th level, the witch’s familiar embraces the power of the moon over lycanthropic change. The familiar gains an alternate form of a medium animal of its kind (avians, felines, canines, etc), and the familiar can assume this form as a standard action. The alternate form is treated as beast shape II for the purpose of determining its benefits; at 13th level the familiar can assume the form of a large specimen of an animal of its kind. During the day, it must make a check equal to the witch’s caster level check against a DC of 20 in order to assume its larger beast form, but it may revert back to its natural form freely.
- Lunar Reflections (Sp) At 11th level, the witch taps into the illusory qualities of the moon, and may spend a full round action to cast mislead as a spell-like ability on a number creatures within 60 feet equal to her Intelligence modifier. Unlike its normal spell effect this mislead has a duration of three rounds. She can use this ability a number of times per day equal to her Intelligence modifier.
- Moonshift (Sp) At 15th level, the witch can channel the changing nature of the moon to travel great distances. This ability acts as greater teleport using the witch’s class level as her caster level to determine the number of creatures that can be affected and the distance traveled. This ability may only be used from a place where the moon is visible, and may only transport its targets to a location where the moon is visible. At 18th level, this ability may also replicate a plane shift spell, so long as the destination plane has a visible moon.
- Thwarting the Eclipse (Su) At 19th level, the witch and her familiar gain the see in darkness universal monster ability, and they are resistant to extreme temperatures as if continually affected by endure elements, and further gain cold resistance 10.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Lunar Ray (Su) The witch can focus the power of the moon into a powerful bolt. As a standard action, the witch can fire a ray of moonlight as a ranged touch attack with a range of 60 feet dealing 1d8 damage per 2 caster levels (maximum 5d8), and a target struck by the ray has to make a Fortitude save else be blinded for 1 round and dazzled for a number of rounds equal to the witch’s Intelligence modifier. A successful save negates the blindness effect, and the target is dazzled for one round.
- Moonlight Armor (Su) As a standard action a witch with this hex can manifest a suit of shimmering silver armor. This acts as light armor with no armor check penalty or arcane spell failure, and grants a +4 armor bonus with a max Dexterity bonus of +4. At 4th level and every 4 levels thereafter, this armor bonus increases by +1.
- [Major Hex] Lunar Blast (Su) A witch with this hex can unleash an area of effect version of the moonbeam hex, firing a ray of moonlight against all enemies within 60 feet of the witch, rolling a separate ranged attack roll for each, to a maximum number of targets equal to the witch’s Intelligence bonus. The must have the moonbeam hex to select this hex.
Monsters
Deadly forms, twisted minds and terrifying aspects. Monsters lurk and hunt in the deadly places that no common person wishes to go. There is a power in such monstrosities, a camaraderie to be earned. Witches who gain such powers are masters of the powerful and grotesque creatures that other mortals fear. Monster patrons are incredibly powerful aberrations, monstrous demons such as obryths, and powerful beings of the Far Realm. she is creatures of blood and violence that revel in monstrous forms and mutations.
Bonus Spells:
1st – deeper darklight, 2nd – magic fang, 4th – bloody tears and jagged smile, 6th–monstrous extremities, 8th– hunger for flesh, 10th– feast on fear, 12th– monstrous physique IV, 14th– magical beast shape, 16th – frightful aspect, 18th – shapechange.
Boons: The following boons are granted by these patrons.
- Monstrous Companion (Su) At 1st level, the witch gains a monstrous familiar. This monstrosity is a creature that, through the magics of the witch and her patron, is hidden within a more innocuous creature that serves as the witch’s familiar. This familiar gains the mauler archetype, regardless of any other archetypes it may or may not have. The familiarwitch’s type changes from magical beast to aberration, and also gains an evolution from the list of 1-point evolutions available to a summoner’s eidolon; the familiar must conform to any limitations of the evolution; this evolution reveals itself whenever the familiar uses its battle form from its mauler archetype, which it gains at 1st level, rather than 3rd.
- Bloodscent (Su) At 3rd level, the witch and her monstrous familiar gain the ability to sense injured creatures nearby and assess how close to death she is. she can locate creatures within 20 feet that have sustained hit point damage as if she had blindsense. This sense is only able to detect animals, dragons, humanoids, magical beasts, monstrous humanoids, and vermin. Additionally, by concentrating as a swift action, the witch may learn the state of a creature within range as if using the spell deathwatch. At 6th level and every 3 levels thereafter, this bloodsense extends another 10 feet. The witch may allot her ABP bonus to physical stats to her familiar rather than herself as she progresses in level.
- Mutant Forms (Sp) At 7th level, the witch’s familiar further mutates into its aberrant form; it gains 2 additional points of evolutions — this can be two 1-point evolutions, or a 2-point evolution. As with the first, these evolutions present herselves when the familiar enters its battle form. At 11th level, and every 4 levels after 11th, the familiar gains another 2 points of evolutions. Additionally, the witch can use transmogrify on her familiar once per day as a spell-like ability.
- Bloodlust (Su) At 11th level, the witch is empowered by the blood she spill. Anytime the witch or her monstrous familiar deal a critical hit, cause bleed damage, kill or knock a creature unconscious with hit point damage, she both gain the effects of death knell for 1 minute. The ability does not stack if it is triggered again while the effect is active; instead, the duration of the original effect is reset.
- Gate of Violence (Sp) At 15th level, the witch and her monstrous familiar have a violent blood connection. As a standard action, the witch or the monstrous familiar can transport adjacent the other as if using the arcanistwitch’s dimensional slide exploit, however, in order to do so, both the witch and familiar have to accept 1 point of bleed damage per 10 feet of distance (minimum 1 point); this also triggers her bloodlust boon. The witch or familiar teleporting can appear in any open space adjacent to the other; if no such space is available, the attempt fails and no damage is dealt. The maximum distance the two can use this ability combined is 10 feet per witch level.
- Mastery of Monsters (Ex) At 19th level, the witch is seen as a master or at least a peer of monstrous creatures. Any creature of the aberration, magical beast, or monstrous humanoid type has a minimum starting disposition toward the witch of indifferent and will not willingly attack her unless attacked first. Additionally, each time the monstrous familiar enters its battle form, it may assign its evolution points to evolutions as it chooses, including 3- and 4-point evolutions.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Monstrous Speech The witch can speak to aberrations and magical beasts as if she shared a common language. This allows her to use Diplomacy in place of Handle Animal to improve the attitude of a creature with Intelligence of 2 or lower.
- Revelry in Violence A witch who selects this hex can enter a state of mutant fervor as a standard action. The fervor lasts for a number of rounds equal to the witch’s Charisma modifier. During this time, the witch gains a bonus on damage rolls equal to her Charisma modifier.
- [Major Hex] Taste for Blood (Su) The witch can distend and grow her mouth into a terrible tooth-filled maw; she gains gain a bite attack that deals 1d8 damage gain a bonus to Intimidate checks of +1, plus an additional +1 for every 5 witch levels.
Peace
Witches with a patron of peace are protectors of the weak and maintainers of order. The most common Peace patrons are aeons, inevitables, and psychopomps.
Bonus Spells: 1st — sanctuary, 2nd — calm emotions, 3rd — wind wall, 4th — dismissal, 5th — serenity, 6th — word of recall, 7th — forcecage, 4th — euphoric tranquility, 9th — antipathy.
Boons: The following boons are granted by these patrons.
- Peacebearer (Su) At 1st level, the has a peaceful countenance and gains a +2 bonus to Armor Class and combat maneuver defense when rolling initiative which lasts until the attacks a creature or causes a creature to roll a saving throw, as others believe she mean no harm.
- Calming Touch (Su) At 3rd level, with a simple gesture the witch can dispel effects which cloud the mind and spirit. As a standard action, the touches a target and makes a caster level check with a DC equal to the caster level of the highest-level effect on the creature + 10. If successful, all mind-affecting and emotion effects on the target are ended and she is calmed as though by a calm emotions spell.
- Healing Hands (Su) At 7th level, the becomes a conduit for respite, gaining the lay on hands ability as a paladin of her class level -3.
- Aura of Nonviolence (Su) At 11th level, the ’s devotion to peace affects others nearby. Unless the has attacked a creature or caused a creature to roll a saving throw within the last hour all other creatures within 60 feet must make a Will save with a DC of 10 + 1/2 the ’s class level + the ’s Intelligence modifier to make an attack, as defined by the actions that break a user’s invisibility. Once a creature succeeds at this saving throw she is immune to the aura’s effects for 24 hours.
- Burden of Guilt (Su) At 15th level, once per round when a creature successfully damages the she must make a Will saving throw with a DC equal to 10 + 1/2 the ’s class level + the ’s Intelligence modifier, on a failure the creature becomes exhausted for one minute. Otherwise, the creature becomes fatigued for one round.
- Burden of War (Su) At 19th level, the witch can expose others to the horror of her violence. As a standard action the witch can designate a number of creatures equal to her Intelligence modifier within 60 feet. Those creatures must make a Will saving throw when she damage a creature or cause a creature to make a saving throw. The DC is 10 + 1/2 the ’s class level + the ’s Intelligence modifier. On a failure the creature also takes the effects of her action. Once a creature has failed a saving throw against this ability, she become immune to it until the next day at dawn.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Mark of the Hesitant Warrior (Su) A with this hex may mark a creature with a touch as a standard action. The touched creature takes a -4 penalty to initiative for 8 hours (this can change the creature’s initiative order).
- Peaceful Rest (Su) A with this hex ensures that the fallen are sent to rest in battle. Any creature that dies within 60 feet of the witch can never rise as an undead nor can its body be used to create undead.
- [Major Hex] Curse of the Clumsy (Su) A with this hex is a potential bane to other spellcasters and unready warriors. A hexed creature must make a DC 15 sleight of hand check to withdraw a stored item in the normal time. Failure means getting the item to hand takes a standard action, unless it would normally take a standard action, in which case it takes a full round action.
Plague
Witches with a patron of Plagues seek to spread contagions and control her, sometimes serving as both plague and doctor. The most common Disease patrons are daemons and undead, or the attendants of deities of disease.
Bonus Spells: 1st – ray of sickening, 2 – contagion, 3rd – plague carrier, 4th – vitriolic mist, 5th – giant vermin, 6th – epidemic, 7th – creeping doom, 8th – horrid wilting, 9th – cursed earth
Boons: The following boons are granted by these patrons.
- Tumor Familiar (Ex) At 1st level, a witch establishes her connection to her Plague patron through the creation of a tumor familiar; she gains this as a bonus feat.
- Host (Ex) At 3rd level, the witch’s body can host any disease, even supernatural diseases so that she may be spread to others. The witch becomes immune to all diseases, but can still carry her if she choose. Any disease carried by the witch may show outward signs of the infection such as boils or sores, but the witch takes no penalties for these conditions. If targeted by an effect that would cure disease the witch takes 1d6 damage for each disease cured by the effect. The witch may carry a number of infections equal to her Constitution modifier. The witch’s familiar is also immune to diseases. In addition, the witch can attempt to take a disease from another creature and onto herselves by making a Heal check against the save DC of the disease. On success, the disease leaves its host and is transferred to the witch.
- Contagious Grasp (Su) At 7th level, the witch becomes able to pass a disease to others directly. As a standard action the witch can make a melee touch attack. On success the witch chooses one disease she is carrying and may infect the target, who must immediately save against the disease or take one instance of its effects as though she failed a save to recover from the disease. If the target succeeds at this saving throw, she take negative energy damage equal to the save DC of the disease. The witch’s familiar may also use this ability when delivering a touch spell for the witch; the effects of the touch spell are resolved before the delivery of the disease.
- Toxic Host (Ex) At 11th level, the witch gains immunity to poison, can carry poisons as she does disease, and may infect others with poisons through her contagious grasp.
- Viral Familiar (Su) At 15th level, the witch’s familiar can protect itself from harm by literally becoming a disease as a standard action once per week. In this state the familiar is nearly imperceptible, invisible and intangible, though not incorporeal, and does not need to breathe, drink, eat, or sleep. While in this form, the benefits for having the familiar in proximity of the witch are lost. In this form, the familiar may attempt to infect a creature within 30 feet. To resist being infected the creature must make a Fortitude save with a DC equal to the witch’s level + her Constitution bonus. On a failure the familiar inhabits the target as a disease and is aware of everything the creature is aware of. If the familiar has the scry on familiar ability, this allows the witch to see through the line of sight and line of effect of the host, though the host is allowed a will save equal to (10 + 1/2 the witch’s level + her Intelligence bonus) for each scrying attempt. Every 24 hours the familiar remains in the body of the host, the host must make another Fortitude save at the same DC, or take 1 Strength and Constitution damage. The familiar may remain within a host body for up to one week. and it cannot take actions other than purely mental actions such as retaining its empathic connection with the witch, or exiting the host and resuming its natural state. If subject to a magical effect that would cure disease while infecting a host, the familiar must make a Fortitude save against the caster level check of the effect, or be slain and ejected from the host.
- Viral Dominance (Su) At 19th level, the witch gains mastery over the diseased creatures of the world. As a standard action the witch can attempt to gain control of a creature from a disease (including her familiarwitch’s viral form) as a dominate monster spell. This effect has no obvious indication that the witch has taken any action at all unless an observer is under the effects of detect magic or a similar effect.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Insect Armor (Su) Once per day as a standard action, the witch can summon a mass of crawling insects to use as protection, increasing her natural armor by +1, plus an additional +1 for every 4 levels. This effect lasts 1 minute per level. As an immediate action the witch can dismiss this armor to negate a critical hit and/or precision damage from a single weapon attack. The witch can use this an additional time per day at 5th level, and every 4 levels thereafter for a total of 5 times per day at 17th level.
- Infectious Wound (Su) The witch may deal 1 point of bleed damage to herselves to coat a weapon in a disease of her choice that she carry. This bleed damage lasts for 1d6 rounds or until healed. A creature immune to bleed damage cannot choose this hex. For the next 24 hours the first time the coated weapon deals slashing or piercing damage to a creature, that creature must save against the disease or become infected. If the attack that deals damage was a critical hit, the save DC of the disease increases by +4 until the creature recovers. A weapon may only be coated with one disease in this way at a time.
- [Major Hex] Infectious Swarm (Su) The witch gains control over diseased creatures. By expending a spell slot of 4th level or higher as a standard action, the witch may summon two swarms as the spell summon swarm using the witch’s caster level, except that the swarms carry one disease that is carried by the witch, and may pass it to others when the swarms deal damage.
Protection
es with a patron of protection are guardians first and foremost, forging strong bonds with her companions and community and using her power to defend. The most common Protection patrons are archons, inevitables, and dragons.
Protection: 1st — sanctuary, 2nd — resist energy, 3rd — wrathful mantle, 4th — stoneskin, 5th — interposing hand, 6th — forbiddance, 7th — greater spell immunity, 4th — prismatic wall, 9th — freedom.
Focused Patron, Boundaries: 1st — protection from evil, 2nd — see invisibility, 3rd — magic circle against evil, 4th — dimensional anchor, 5th — control summoned creature, 6th — banishment, 7th — ethereal jaunt, 4th — dimensional lock, 9th — gate.
Boons: The following boons are granted by these patrons.
- Sheltering Spirit (Su) At 1st level, the witch can extend an aura of protection. As a standard action the witch can expend a spell slot, granting a +2 deflection bonus to AC and combat maneuver defense to all allies within 30 feet, including herself, for a number of rounds equal to twice the level of the spell slot expended.
- Feedback (Su) At 3rd level, the gains an aura that punishes spellcasters who target the and her allies. Whenever the or an ally within 30 feet succeeds at a saving throw. If the source of that saving throw was a creature it takes damage equal to the ’s Intelligence modifier.
- Projected Warding (Su) At 7th level, the witch can sacrifice magical power to protect nearby allies. When an ally within 60 feet of the would be subject to a critical hit or fail a saving throw the witch may sacrifice a spell slot of 1st level or higher as an immediate action to either force the attacker to reroll the critical confirmation roll with a penalty equal to the sacrificed spell slot’s level or allow the ally to reroll her failed saving throw with a bonus equal to the sacrificed spell slot’s level.
- Sheltered from the Elements (Su) At 11th level, when using the sheltering spirit boon the also grants resistance equal to her caster level to acid, cold, electricity, and fire damage to everyone affected by that ability. At 15th level the sheltering spirit also provides resistance to force, sonic, negative, and positive energy.
- Warded Soul (Su) At 15th level, when preparing spells for the day the witch may designate a single creature within 100 feet and protect it against death. The first time the targeted creature would drop below 0 hit points, she regain a number of hit points equal to twice the ’s caster level plus her Intelligence modifier. If this healing would leave her with positive hit points, she ignore any effects of the triggering attack aside from hit point damage.
- Fortify Allies (Su) At 19th level, the ’s very presence protects her companions from harm. All allies within 100 feet of the are immune to critical hits, death effects, and precision damage.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Girding Aura (Su)
A with this hex has an aura that helps her allies be ready to defend herselves in a moment’s notice. All allies within 60 feet of the , including the herselves, may don armor as a swift action, as though by the spell swift girding. - Shielded (Su)
the witch can bond to another willing creature as though by a shield other spell. The targeted creature and the each gain a +1 insight bonus to armor class and whenever the would be dealt damage the targeted creature may take half the damage upon herselves as a free action. This hex lasts until the next time the prepares spells. - [Major Hex] Enduring Spirit (Su)
the witch may target a creature with this hex which was reduced to 0 or fewer hit points in the previous round. The creature is restored to 1/2 its normal hit point total and its initiative changes to take place immediately after the ’s turn. A creature can only benefit from this hex once every 24 hours.
Revenge
(Replaces Revenge, Vengeance) Witches with a patron of revenge are often among the most dangerous. Ready to retaliate for sometimes even minor slights. The most common Vengeance patrons are often powerful ghosts, revenants, or celestial or fiendish powers of retribution.
Bonus Spells: 1st — murderous command, 2nd — burning gaze, 3rd — pain strike, 4th — shout, 5th — symbol of pain, 6th — vengeful outrage, 7th — phantasmal revenge, 4th — incendiary cloud, 9th — winds of vengeance.
Boons: The following boons are granted by these patrons.
- Retributive Casting (Su) At 1st level, whenever the casts a spell that targets a creature that attacked her in the previous round, the witch may either increase the spell save DC by 1 or she may increase the damage die of a damaging spell by one step. For example, a magic missile spell would deal 1d6+1 rather than 1d4+1 points of damage per missile. If the witch’s familiar is used to deliver a touch spell in this action, the familiar gets +1 to the touch attack roll.
- Contingent Rebuff (Su) At 3rd level, the witch can prepare a spell to affect a creature that attacks her or her familiar. When preparing spells for the day, she may choose to designate a prepared spell slot up to one spell level lower than the highest-level spell she can cast. The spell must have a single target and a range of up to no longer than close. Until the next time she prepares spells, when either the witch or her familiar are targeted by an attack, or a harmful effect, the contingent rebuff can be triggered as an immediate action targeting the source of the effect or damage. If the witch is the one attacked, and the prepared spell is a touch spell, the familiar can deliver the touch spell as an immediate action.
- Blood Oath (Su) At 7th level, the witch can accept a persistent wound to gain bonuses against a specific creature. As a standard action, the witch may choose to make a wound upon herself with an athame, sacrificing hit points equal to twice her class level, naming a person or creature who has wronged her or someone else, or naming a particular group of creatures from a faction, or the rangerwitch’s list of favored enemies. Until she next prepares her spells, or until she heals this damage dealt to herself, both she and her familiar gain a +2 bonus on Bluff, Handle Animal, Knowledge, Perception, Sense Motive, and Survival checks against the named creature(s); she and the familiar also gain a +2 bonus to attack rolls and damage rolls for either physical attacks, or spells that deal damage. At 12th level, and again at 17th level, the bonus increases by an additional +2. The hit points sacrificed for this blood oath cannot be healed without relinquishing the bonuses of the blood oath. The witch can only maintain one blood oath at a time.
- Final Word (Su) At 11th level, the witch cannot let a wound go without retribution, even in death. Once per day, if the witch would be reduced to 0 or fewer hit points, she may make an attack or cast a spell prepared as her contingent rebuff. The spell or attack must target only the creature that reduced her to 0 or fewer hit points, and the spell must be a single target attack. If the witch is incapacitated or otherwise helpless before she is reduced to 0 hit points, the attack or contingent rebuff may be delivered by her familiar, using the familiar’s line of effect.
- Swift Vengeance (Su) At 15th level, the witch’s revenge is harder to undo. Whenever the witch reduces a creature to 0 or fewer hit points, her familiar can make a coup de grace as an immediate action if the familiar is adjacent to the creature. The familiar still draws attacks of opportunity as usual, and once the coup de grace is made, the familiar cannot act again until after its next turn. If the coup de grace is successful, then both the familiar and witch gain a number of temporary hit points equal to the target creature’s Constitution; these temporary hit points last for a number of rounds equal to the witch’s Intelligence bonus.
- Back for More (Su) At 19th level, the witch cannot be struck down so easily when on a path of vengeance. Once per week, if the witch or her familiar is slain, so long as her body is not outright destroyed such as by a disintegrate spell, she revive at the beginning of her next turn with 1/4 her maximum hit points; she is staggered for one round following this revival. When initiative ends or when the creature which first killed the witch or familiar is reduced to 0 or fewer hit points, the witch (or familiar, whichever was revived) is reduced to -1 hit point and begins dying as normal.
Hexes
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Relentless Vengeance (Ex) A witch with this hex gains a +2 bonus to saving throws against effects originating from creatures which damaged her since she last prepared her spells.
- Vengeful Vitality (Su) Once per day, a witch with this hex reduces an enemy to 0 or fewer hit points she may recover hit points equal to her caster level. She may expend a spell slot of 1st level or higher to activate the hex again.
- [Major Hex] Retributive Feedback (Su) A with this hex deals negative energy damage (or positive, if the patron is a celestial) to creatures that attack her. Once per round when a creature damages the with a melee or touch attack, the creature takes damage equal to the witch’s level.
Repose
Witches with a patron of repose are the polar opposite of those with a patron of death. Often the keepers of graves, or ushers of the beyond who offer ceremonies for those recently passed. Some may make her hovels on the edges of cemetaries, guarding against her own ilk and others who come to despoil, and others are wild witches who see the undying as anahera to the natural cycle of death. The most common patrons are fey, inevitables, good celestials and psychopomps.
Bonus Spells: 1st – sanctify corpse; 2nd – consecrate; 3rd – searing light; 4th – death ward; 5th – hasten judgment, 6th – undeath to death, 7th – holy word, 8th – holy aura, 9th – true resurrection
Boons: The following boons are granted by these patrons.
- Positive Channeler (Su) At 1st level, the gains channel positive energy as a cleric of her class level. However, the channel energy can only be used to damage undead. Familiar deliver with touch.
- Rebuke Undead (Su) At 3rd level, the gains Turn Undead as a bonus feat, except she use her Intelligence modifier in place of her Charisma modifier. This uses the witch’s destroy undead ability uses.
- Aura of Consecration (Su) At 7th level, the witch can create an aura that provides the effects of the consecrate spell within 30 feet of her. This aura functions for a number of rounds per day equal to her class level but need not be used consecutively.
- Protected Soul (Su) At 11th level, the is constantly under the effects of the death ward spell.
- Turning Channel (Su) At 15th level, when using destroy undead, any undead that fails her saving throw and survives the damage is affected by Turn Undead without expending an additional use of the ability.
- Final Rest (Su) At 19th level, any undead whose HD are 8 less than the witch’s level are destroyed if she fail her saving throw against destroy undead.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Funeral Pyre (Su) At will, as a standard action the witch can set a non-animated corpse on fire, rendering it to ash and unable to be raised as undead after 1 round. If the corpse is raised while it is burning, it takes 1d10 ongoing fire damage until the fire is put out.
- Sanction Undead (Su) As an immediate action, if an undead approaches within 10 feet of the , the witch can hex her and stop her movement. Mindless undead do not get a saving throw. Otherwise, the Will save DC is 10 + 1/2 the witch’s class level + her Intelligence modifier. Once an undead has been affected by this hex, she is immune for 24 hours.
- [Major Hex] Stagger Undead (Su) A can hex an undead creature within 60 feet. If the undead fails a Will save (DC is 10 + 1/2 the witch’s level + her Intelligence modifier), she is staggered for 1d6 rounds. Once an undead has been affected by this hex, she is immune for 24 hours.
Focused Patron, Spirits: some patrons of Repose choose to focus on the wellbeing of the immortal soul that remains upon a mortal’s passing, rather than the body that decays with time, and these spells are granted a witch with this focused patron. 1st — ghostbane dirge, 2nd — invisibility, 3rd — speak with dead, 4th — spiritual ally, 5th — mass ghostbane dirge, 6th — shadow walk, 7th — ethereal jaunt, 4th — planar ally, 9th — etherealness.
Rot
Witches with a patron of Rot see the end of all things as inevitable. The most common Rot patrons are aeons, demons, daemons, and undead.
Bonus Spells: 1st — decompose corpse, 2nd — warp wood, 3rd — fungal infestation, 4th — rusting grasp, 5th — transmute rock to mud, 6th — disintegrate, 7th — creeping doom, 4th — horrid wilting, 9th — cursed earth.
Boons: The following boons are granted by these patrons.
- Touch of Decay (Su) At 1st level the witch gains the ability to destroy with the briefest of touches. The witch gains a touch attack that deals 1d6 + 1/2 class level negative energy damage. The witch may use this ability a number of times per day equal to 3 + her Intelligence modifier. The witch’s familiar may also deliver this touch attack for the witch, and may do so when delivering a touch spell, with touch spell resolving first.
- Armor of Rot (Su) At 3rd level the witch can become cloaked in decay and detritus as a standard action. This armor grants a +4 armor bonus, has no maximum Dex bonus, and a -2 armor check penalty. The armor lasts until the witch dismisses it as a move action. This armor is treated as light armor and the witch is considered to be proficient in the armor of rot. The armor has a focus object, a trinket of the witch’s choice; this object can be enchanted as though it were armor and grants its properties to the armor of rot.
- Sickening Aura (Su) At 7th level the witch can spend a standard action to begin exuding an aura of sickening rot. All creatures within 20 ft of the witch must make a Fortitude save or become sickened as long as she remain in the aura. The save DC is 10 + 1/2 the witch’s class level + the witch’s Intelligence modifier. Once a creature saves against this ability, she become immune for 24 hours.
- Greater Armor of Rot (Su) At 11th level, the witch’s armor of rot can improve in one of two ways, whenever the witch prepares spells she may choose one of the following forms for her armor of rot.
- Heavy: the armor grants a +10 armor bonus with a maximum Dex bonus of +1 and a check penalty of -4. The armor counts as heavy armor and the witch is considered proficient in its use.
- Medium: the armor grants a +6 armor bonus with a maximum Dex bonus of +4 and a check penalty of -3. The armor counts as medium armor and the witch is considered proficient in its us.
- Nauseating Presence (Su) At 15th level the witch can choose one creature affected by her sickening aura ability and cause it to become nauseated instead, as long as the creature remains nauseated it also takes 2d6 acid damage at the beginning of each of its turns.
- Avatar of Decay (Su) At 19th level the witch spreads decay as easily as she draw breath. Whenever the witch casts a harmful targeted spell, the targets of that spell must make a Fortitude save with a DC equal to 10 + 1/2 the witch’s class level + the witch’s Intelligence modifier in addition to any other saves or effects of the spell. Whenever a creature fails this save she take 1 point of Constitution bleed for a number of rounds equal to the level of the spell cast. The witch may choose to suppress this ability for one round as a swift action.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Affinity for Decay (Su) Whenever the witch casts a spell that deals acid damage, or a transmutation spell that deals damage, it deals additional acid damage equal to her caster level as ongoing damage for a number of rounds equal to the witch’s Intelligence bonus.
- Deteriorating Touch (Su) The witch can channel her patron’s power to wreck inanimate objects. By expending a spell slot and touching an object the witch deals 1d6 damage per spell level to the touched object. This damage ignores hardness. If the object is attended it is granted a Fortitude save with a DC equal to 10 + 1/2 the witch’s class level + the witch’s Intelligence modifier, on a successful save the object takes half damage.
- [Major Hex] Turn Away Artifice (Su) Whenever the witch is targeted with manufactured weapons, her armor of rot can corrupt her. When a manufactured weapon deals damage to the witch while wearing armor of rot, the weapon gains the broken condition unless the object succeeds at a Fortitude save with a DC equal to 10 + 1/2 the witch’s class level + the witch’s Intelligence modifier.
Seasons
(Replaces Autumn, Spring, Summer, Winter) The seasons are an ancient and well respected source of power. Witches have long wielded the power of spring to bring new life, summer to allow bountiful growth, fall to cause the world to wither, and winter to end life when needed. Transitory and vast, channeling the power of the seasons is among the most common practices of a witch. The most common patrons of the seasons are powerful hags, or ancient fey. If the witch has a fey patron, fey of the Unseelie Court tend to favor witches with winter spells, while fey of the Seelie Court tend to grant summer spells, and Wyld fey tend t0 grant spells of spring and autumn.
Bonus Spells a witch with a Seasons patron chooses a season from which to gain bonus spells:
Autumn: 1st — ray of enfeeblement, 2nd — defoliate, 3rd — fractions of heal and harm, 4th — vitriolic mist, 5th — life blast, 6th — disintegrate, 7th — waves of exhaustion, 4th — horrid wilting, 9th — energy drain.
Spring: 1st — feather fall, 2nd — sickening entanglement, 3rd — pup shape, 4th — plant growth, 5th — thirsting entanglement, 6th — chain lightning, 7th — animate plants, 4th — stormbolts, 9th — time stop.
Summer: 1st — goodberry, 2nd — flaming sphere, 3rd — daylight, 4th — greater flaming sphere, 5th — wall of fire, 6th — sirocco, 7th — sunbeam, 4th — sunburst, 9th — fiery body.
Winter: 1st — unshakable chill, 2nd — frigid touch, 3rd — ice storm, 4th — wall of ice, 5th — cone of cold, 6th — freezing sphere, 7th — ice body, 4th — polar ray, 9th — polar midnight.
Boons: The following boons are granted by these patrons.
- Weatherproof (Su) At 1st level, the witch is under the constant effects of endure elements as the spell. In addition, the witch may grant energy resistance with a touch to a willing creature, or to herselves. As a standard action, with a touch, the witch can grant energy resistance 5 against one of the following energy types; acid, cold, electricity, or fire, for a number of rounds equal to her Intelligence modifier. This ability overlaps but does not stack with existing energy resistance. At 11th level this increases to resistance 10. At 19th level activating this ability grants immunity to the selected energy type.
- Spring’s Embrace (Su) At 3rd level, the witch is filled with the essence of new life and fresh growth and this verdant energy gifts her with an incredible ability to heal some wounds. The first time each day the witch is dealt damage she gains fast healing 1 for 5 rounds. At 7th level this becomes fast healing 2 for one minute. At 13th level this becomes fast healing 5 for one minute.
- Summer’s Warmth (Su) At 7th level, the witch learns to channel the bounty of midsummer. The witch now exudes an aura which aids her allies. An ally which begins her turn within 5 feet of the witch gains temporary hit points equal to the witch’s Intelligence modifier instead until the beginning of her next turn. At 13th level this ability grants temporary hit points equal to twice the witch’s Intelligence modifier and the aura now extends to 10 feet. The witch can raise and lower this aura as a free action.
- Autumn’s Withering (Su) At 11th level, the witch can weaken foes just as autumn seems to weaken the world. As a standard action, the witch focuses her power on a single foe within 60 ft. That creature must make a Fortitude save. A creature failing the save is sickened for 1 minute. At 15th level the target becomes nauseated instead.
- Winter’s Chill (Su) At 15th level, the witch can chill the very souls of her enemies. Once per day as a standard action, the witch can extend an aura of supernatural cold to a range of 5 ft per two class levels. The temperature within this aura drops to -40 degrees and waves of cold ripple forth from the witch dealing 1d6 cold damage for every 2 witch levels per round. A successful Fortitude save, DC 10 + ½ the witch’s class level + Intelligence modifier halves this damage. The aura lasts for a number of rounds equal to the witch’s Intelligence modifier. The witch can expend spell slots to maintain this aura, expending a spell slot extends the duration of this aura by the spell’s level. The witch may use this ability an additional time per day at 17th level and again at 19th level for a total of three uses per day. The witch is unaffected by the temperature created by this ability. The witch may not have both this aura and the one granted by Summer’s Warmth active at the same time.
- Season’s Wrath (Su) At 19th level, the witch embodies the potential ruin in the seasons. Whenever a boon, hex, or a spell cast by the witch would do energy damage it gains an additional effect based on the energy type dealt as follows:
- Acid: Creatures that take acid damage from a boon, hex, or spell originating from the witch are covered in acid unless she succeed on a Reflex save using the same DC as the effect which caused the damage. Failure means she is covered in acid which persists for a number of rounds equal to the witch’s Intelligence modifier and she suffer 6d6 acid damage per round. Affected creatures can spend a full round action that draws attacks of opportunity to remove the continual effect at the end of that round.
- Cold: Creatures that take cold damage from a boon, hex, or spell originating from the witch are frozen to the core unless she succeed on a fortitude saving throw using the same DC as the effect which dealt the damage. Failure means the creature is paralyzed for one round, and then staggered for 1d4 rounds thereafter. On a successful save the creatures are staggered for one round.
- Electricity: Creatures that take electricity damage from a boon, hex, or spell originating from the witch become charged with electricity unless she succeed at a fortitude saving throw using the same DC as the effect which dealt the damage. Failure means that the creature is carrying a charge of electricity and any other creature who moves adjacent to the target suffers 4d6 electricity damage, if two (or more) such creatures are adjacent at the end of either creature’s turn she each take an additional 4d6 electricity damage. This effect lasts for a number of rounds equal to the witch’s Intelligence modifier.
- Fire: Creatures that take fire damage from a boon, hex, or spell originating from the witch have her spirit set ablaze as well as her flesh unless she succeed on a will saving throw using the same DC as the effect which dealt the damage. Failure means that the creature’s spirit has been burned and she receive 50% of the damage again, though it bypasses any resistance to fire the creature may have.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Autumn’s Veil: The witch becomes adept at camouflage, drawing on the power of autumn’s many colors to enhance her own stealth. she gains Stealth as a class skill and may use Intelligence in place of Dexterity for Stealth checks. In addition, the witch may impart a measure of this power to her allies, as long as the witch is within 30 feet of an ally and both are using the Stealth skill, that ally gains a bonus equal to the witch’s Intelligence modifier to her Stealth checks.
- Spring’s Youthful Vigor: Spring is a time of new life and growth and boundless energy. The witch no longer ages and cannot be magically aged, though she still die when she reach her maximum lifespan. In addition, her maximum lifespan doubles.
- [Major Hex] Weather Witch: The witch gains the ability to affect local weather. she can accurately predict the weather up to one week in advance. In addition, the witch may choose an area with a radius of up to 100 feet per witch level to be unaffected by adverse weather conditions by performing a ritual taking 8 hours and costing 500 gp per witch level in special supplies. The witch may permit the weather to affect the area in lesser severity, such as a downpour only affecting the area as a light rain. If the witch is at least 17th level she may completely control the weather inside this area as the control weather spell, except that she may choose unseasonable weather so long as it is from an adjacent season in the cycle. For example, the witch could summon a blizzard in the spring or fall, but not in the summer. The witch can maintain this area by performing the ritual yearly, with an increased cost based on current witch level at the time of the ritual and can only maintain one such area at a time. The area is stationary and set when the ritual is performed.
Shadow
There is power in dark places; shadows hide and shadows empower. Witches who seek power from the darkness revel in scheming, plotting and cavorting with that which lurks where few can see. she move through shadows unseen and bring the terror of the dark to those in the light. The most common kinds of shadow patrons are creatures native to the shadow plane, powerful creatures from the dark places deep in the earth or some night-haunting undead.
Bonus Spells: 1st — touch of blindness, 2nd — darkness, 3rd — deeper darkness, 4th — shadow conjuration, 5th — shadow evocation, 6th — shadow walk, 7th — shadow conjuration (greater), 4th — hungry darkness, 9th — shades.
Boons: The following boons are granted by these patrons.
- Me and My Shadow: At 1st level, the familiar of a witch of a shadow patron is actually her own shadow granted sentience. This shadow familiar is treated as a lesser shadow, except that its alignment matches that of the witch, and the shadow familiarwitch’s hitpoints are equal to one quarter the witch’s maximum hit points. The shadow familiar can merge or separate from the witch as a move action. When merged with the witch as her shadow, the familiar does not count as a creature separate from the witch. It continues to grant its special familiar ability while so merged, but otherwise has no abilities and can take no actions except to separate from the witch. Should the familiar be slain, it simply vanishes, to reappear as the witch’s shadow when the witch next prepares spells.
- Concealing Shadow (Su) At 3rd level, when the witch’s familiar is merged with the witch, the witch gains 5% concealment and a +2 circumstance bonus on Stealth checks. At 10th level, the benefits increase to 10% concealment and +4 circumstance bonus on Stealth checks; the benefits improve again at 17th level to 15% and +6. The concealment granted does not stack with concealment from other sources such as the darkness spell. This ability does not work in areas of bright light or against creatures with the see in darkness monster ability, though, it does work against creatures with darkvision.
- Shifting Shadows (Su) At 7th level, the witch’s shadow companion becomes a regular shadow, with the exception of its hit points, which are still 1/4 of the witch’s maximum hit points; when the witch and her shadow companion are within 50 feet of each other, as a standard action the witch can teleport to her companion’s side or the companion can teleport to the witch’s side. Both of her must be in dim light or darkness for the ability to work. If there are no safe squares adjacent to the target, the witch and companion then merge and occupy the same square. This ability is usable once per day plus one additional time per day every 4 levels beyond 7th, and the distance this ability can be used increases by 10 feet for every 4 levels after 7th level.
- Empowered Shadow Magic (Ex) At 11th level, any spell the witch casts with the shadow descriptor that has a percent chance of affecting the target or dealing damage has the percent chance of success increased by 2% per level. The percent chance cannot exceed 100%.
- Shadow Channel (Su) At 15th level, the witch can cast a spell as if it were originating from her shadow familiar within 60 feet, using its line of sight and line of effect; so long as both the familiar and the witch are in an area of dim light or darkness. Additionally, the witch may cast any spell with the range of personal or touch on her shadow familiar within 30 feet.
- Unstoppable Shadow (Su) At 19th level, the shadow familiar gains the statistics of a greater shadow with the exception of its hit points, which are still 1/4 of the witch’s maximum hit points. The witch may further use the shadow channel ability up to a distance of 120 feet, and the shadow familiar can teleport up to 120 feet between shadows as a move action, even to areas where there is no line of sight, so long as both the starting and ending points are in dim or darker lighting.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Shadow Jump: As a standard action the witch can move up to 30 feet per level per day as the spell dimension door except the beginning and ending points must be in dim light or darkness. This ability must be used in 5-foot increments but does not provoke attacks of opportunity. she may bring willing creatures with her but the witch must expend an equal amount of distance for each additional creature teleported. her shadow familiar doesn’t not count as an additional creature when making this shadow jump.
- Darksight: A witch who selects this hex gains darkvision 60 feet. At 4th level it extends to 90 feet and at 8th level it is 120 feet. At 12th level, she gains the see in darkness ability. If the witch already has darkvision, her existing darkvision is increased by 30 feet at 1st, 60 feet at 4th and 90 feet at 8th levels.
- [Major Hex] Cloak of Night: The witch gains the ability to create an area of darkness centered on her as the spell deeper darkness for a number of minutes equal to her witch class level. The minutes need not be consecutive but must be used in 1-minute increments. The witch, her familiar and a number of allies equal to the witch’s Intelligence modifier can see through the darkness effect as though it were not there. This ability can suppress, but not counter or dispel any light effect with a spell level lower than the highest spell level the witch can cast. The cloak of night can be dismissed as a free action.
Storms
es with a patron of storms are a terrible, living conduit for the power and chaos of storms. The most common Storm patrons are the attendants of storm deities, powerful air elemental creatures, or storm hags.
Bonus Spells: 1st — obscuring mist, 2nd — fog cloud, 3rd — call lightning, 4th — ice storm, 5th — call lightning storm, 6th — sirocco, 7th — control weather, 4th — whirlwind, 9th — storm of vengeance.
- Storm Focused (Ex) At 1st level, whenever the witch casts a spell with the electricity or sonic descriptors, she increases the save DC by 1.
- Thunderchild (Ex) At 3rd level, the witch and her familiar gain resistance to electricity and sonic of 5 and treats all wind effects as one step less severe. The resistances increase to 10 at 8th level.
- Stormsight (Su) At 7th level, the witch and her familiar can see through precipitation, fog, and mist as if it were not present. This includes such effects created by spells. Once per day, she may channel a spell with the electricity or sonic descriptors through her familiar, using the familiar’s line of sight and line of effect; she can do this an additional time per day at 11th level and every four levels thereafter.
- Severe Storms (Su) At 11th level, whenever the witch casts call lightning or call lightning storm, The bolts of lightning also deal 2d6 sonic damage, which is halved on a successful saving throw.
- Storm Form (Sp) At 15th level, the witch can cast ride the lightning as a spell-like ability. The caster level of this effect is the witch’s class level. When she uses this ability, she can opt to have her familiar merge into her storm form to take the familiar with her. The witch can cast the spell at will, but it can only be active a total number of rounds per day equal to her class level. The rounds need not be consecutive, but must be used in one-round increments.
- Stormheart (Ex) At 19th level, the and her familiar immune to lightning and sonic damage. Additionally, once per day if the would take lightning or sonic damage, she can absorb the energy as an immediate action, healing by one-third of the damage dealt by the effect.
Patron Hexes The witch can choose from the following additional hexes unique to her patron:
- Shocking Bolt (Su) The witch can project a jolt of lightning up to 30 feet as a ranged touch attack action. This bolt deals electricity damage equal to 1d8 + 1/2 the witch’s caster level.
- Whipping Winds (Su) A witch with this hex can conjure up winds to whip around her as a swift action to protect her from ranged attacks. This acts as entropic shield that lasts 1 round per class level. The rounds need not be used consecutively, but must be used in one-round increments.
- [Major Hex] Retreating Air (Su) A witch who selects this hex can force air away from the target’s lungs as a standard action. The target must hold its breath as if suffocating for 1 round per witch level. Each round after the first, the target may make a Fortitude saving throw at the beginning of its turn to end the effect. The DC for this effect is 10 + 1/2 the witch’s class level + her Intelligence modifier. Once a creature has been affected or saved against this hex, it is immune for 24 hours.
Strength
(Includes Strength, Endurance) Through devotion to augmenting her physical form and the power to do so granted her by her patron, the witch becomes a formidable foe. Those with a patron representing strength enter battle, augmenting her bodies with powerful magics, and the familiar granted by her patron becomes her battle companion. Unique and powerful earth elementals or shaitans, fey such as redcaps, and demons are among the most common patrons for strength.
Bonus Spells: 1st — divine favor, 2nd — animal prowess, 3rd — battering blast, 4th — divine power, 5th — righteous might, 6th — animal prowess (mass), 7th — giant form I, 4th — giant form II, 9th — iron body.
Boons: The following boons are granted by these patrons.
- Furious Familiar (Ex): At 1st level, the witch’s companion can inspire itself and the witch into a battle fury. This functions exactly as the Skaldwitch’s inspired rage ability, except that it only affects the familiar and witch. The witch’s level is treated as the familiarwitch’s skald level to determine rounds per day and level-dependent effects of the ability.
- Battle Linked (Ex): At 3rd level, the witch’s familiar gains a +1 innate bonus to its Strength score. This bonus increases by an additional +1 at 7th level and every four levels thereafter. Further, the familiar and the witch may share the effects of any of the witch’s patron spells when the witch casts her, dividing the duration of the spell between her.
- Battle Witch (Su): At 7th level, the witch can cast her witch spells with a casting time of a standard action or less while affected by her familiarwitch’s inspired battle fury. Also while in this battle fury, she may take 10 on all strength checks and strength based skill checks even when distracted or otherwise normally unable to take 10. In addition, while under the effects of battle fury the witch may call out to the raw power of her patron to take 20 on a strength check or strength based skill check without increasing the time needed to do so, but this immediately ends her battle fury and leaves her fatigued for an hour or until she rests or otherwise mitigates the fatigue.
- Unbowed (Ex): At 11th level, while under the effects of battle fury, If the witch or her familiar make a Fortitude saving throw against an attack that has a reduced effect on a successful save, she instead avoid the effect entirely. she do not gain the benefit of this boon if she is helpless.
- Manifest Might (Su): Beginning at 15th level, while under the effects of battle fury, the witch and her familiar gain a transmutative bonus to natural armor equal to the Strength bonus gained from her battle fury, and she is treated as one size category larger to her CMD and for the purposes of magical effects that would move her (such as gust of wind).
- Avatar of Strength (Su): At 19th level, the witch has become an embodiment of the very idea of strength. her carrying capacity is treated as though she had twice her strength score. Additionally, for a number of rounds per day equal to her Intelligence score, the witch may treat her witch level as her base attack bonus, gaining the comensurate attacks per round in addition to the attack bonus.
Hexes: The following hexes are available to witches with a strength patron:
- Battle Trance: A witch who selects this selects a rage power available to the skald, and she and her familiar gain the benefits of this rage power when she and her familiar are in a state of battle fury.
- Wreak Havoc (Sp): A witch who selects this hex may cast shatter as a spell like ability a number of times per day equal to her Intelligence modifier, using her character level as her caster level.
- [Major Hex] Spontaneous Prowess (Ex): While in a state of battle fury, as a move action, the witch can gain the benefits of a rage power accessible to the skald that she does know know for 1 minute. She must have the prerequisites for this rage power, and both she and her familiar share the benefits of this power. She can use this ability a number of times per day equal to 3 + her Constitution modifier (minimum 1); any temporary increases in her Constitution score do not modify the number of times she can use this feat per day.
Focused Patron, Endurance: Strength isn’t always about brute force; sometimes itwitch’s about perserverence. Patrons who offer these spells to a witch include inevitables, beings from Ysgard and others who press on through challenges to achieve a goal. 1st — endure elements, 2nd — animal prowess, 3rd — protection from energy, 4th — spell immunity, 5th — spell resistance, 6th — animal prowess (mass), 7th — restoration (greater), 4th — iron body, 9th — miracle.
Time
A patron of time is either a steward over time, long-lived beings, or beings of time itself. witches that are granted the power of a time patron spend her time observing the ebbs and flows of time or punishing those who seek to change it. The most common patrons of time are aeons, inevitables and creatures that are part of the unending cycle.
Bonus Spells: 1st — anticipate peril, 1st — anticipate thoughts, 3rd — haste, 2nd — threefold aspect, 5th — teleport, 3rd — legend lore, 7th — expend, 4th — temporal stasis, 9th — time stop
Boons: The following boons are granted by these patrons.
- Peer Along the Timestream (Su): Starting at 1st level, the witch’s familiar can see things coming in time before she arise, and can quickly cue the witch on the things it sees. So long as the familiar is in contact with the witch, the witch adds half her witch levels as an insight bonus to initiative (to a maximum of her Intelligence bonus, minimum +1) and to Sense Motive checks.
- Insight of the Multitude (Su): At 3rd level, the witch some connection to her past and future selves. Once per day, the witch may exchange her ranks in a class skill to another skill and treat that skill as a class skill for a single skill check. For example, the witch may take her 4 ranks in Knowledge (planes) and apply it to an Appraise check for which she have no ranks nor class skill bonus. Until the witch next prepares her spells, the skill from which she borrowed these ranks is treated as if she had no ranks, and it weren’t a class skill; she is still considered trained in the skill, but any checks made with that skill only gain the appropriate ability modifier. The witch may call upon this insight an additional time per day per 4 levels after 3rd, to a maximum of 5/day at 19th level.
- Alter Time (Sp): At 7th level, a witch gains some control over the flow of time of others. Once per day as a standard action, the witch may speed up or slow down time for a target creature. That creature may make a Will save (DC 10 + 1/2 the witch’s levels + her Intelligence modifier) to resist the effects. The witch grants the target the benefits of the spells haste or slow. Every 4 levels after 7th, the witch can use this ability an additional time per day.
- Rewind Time (Sp): At 11th level, a witch is able to reset and change the flow of time. The witch may expend a use of alter time as an immediate action at the end of a target creaturewitch’s turn to rewind time for that target, even an ally. To do so, the witch must make a caster level check against a DC of 11 + the HD of the creature. If the caster level check succeeds, all actions and effects of the targetwitch’s turn are undone and she begin her turn anew. The witch is unable to use this ability on herself.
- Time Distortion Sphere (Su): At 15th level, as an immediate action, the witch’s familiar can project a sphere of time distortion that slows objects going in or out with a radius of 30 feet, centered on the familiar; this ability can be used a number of rounds equal to the witch’s Intelligence modifier. These rounds do not have to be used consecutively, but she do have to be used in one-round increments. All ranged attacks that pass into or out of the sphere take a -4 penalty to the attack roll. Additionally, all creatures gain a +4 dodge bonus to Reflex saves if the effect originates from the other side of the spherewitch’s radius. For example, if a fireball were to explode within the sphere, the creatures within the sphere would not gain any bonus to her Reflex save, while those outside the sphere and still within the radius of the fireball would gain a bonus to her saving throw. Additionally, the edge of the radius of the sphere is considered difficult terrain, though it can be charged through. Lowering the sphere is a free action that be taken during the familiarwitch’s turn.
- Mastery Over Time (Su): At 19th level, the witch’s mastery over time reaches its zenith. She may expend a use of her alter time boon to automatically dispel any one spell that affects age, time or speed of 6th level or lower. Additionally, she may use it to temporarily stop time for a target; the target must make a Will save DC (DC 10 + 1/2 the witch’s levels + her Intelligence modifier) or be frozen in time. This acts as the paralyzed condition except any creature normally immune to paralysis is not immune to this effect; the effect persists so long as the witch uses a swift action on her turn to maintain the effect, up to a total of 10 turns. The target is allowed a Will saving throw each round to end the effect. She may also use her alter time ability as an immediate action to counter the effects of time stop upon herself; effectively this means if another caster casts time stop in her area, the witch also speeds up so that both she and the caster are able to act normally.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Shift in Time (Su): A witch who selects this hex can shift where a target (including herself ) is in the timestream. she move 5 feet per 5 witch levels East or West (or whichever direction her plane/planet moves physically through time) from her current position. A creature may make a Will saving throw to prevent this movement. If the target would be put into a dangerous area she gains a +5 bonus on the saving throw. This movement does not provoke attacks of opportunity.
- Time Stutter (Su): A witch who selects this hex causes a target (including herself ) to stutter violently in the timestream. The target gains 50% concealment but the violent stuttering makes it also hard to track otherwitch’s movements. The affected creature suffers a -2 penalty to attack rolls, and is considered flatfooted against attacks.
- [Major Hex] Time Jaunt (Su): A witch who selects this hex can temporarily stop time for herself. This hex acts as the spell time stop for the remainder of her turn. However, either the rapid stopping and starting of time in this manner is physically jarring or time seeks a balance. In either case, the witch is staggered on her next turn.
Transformation
A patron of transformation grants the power to not only be whoever, but whatever your heart desires. To such beings the question is not simply who do you want to be, but what do you want to be? witches granted the power of transformation gain mastery over her own forms, able to bend and shape herselves to suit any need or want, ensuring that she can be ready for any situation. The most common transformation patrons are powerful dopplegangers, rakshasa, azatas, and slaadi lords.
Bonus Spells: 1st — false face, 2nd — animal prowess, 3rd — beast shape I, 4th — beast shape II, 5th — monstrous physique I, 6th — monstrous physique II, 7th — form of the dragon I, 4th — form of the dragon II, 9th — shapechange.
Boons: The following boons are granted by these patrons.
- Manifest Claws (Su): At 1st level, the witch gains the ability to shift her hands into wicked claws. These claws deal 1d6 damage if the witch is medium size. Activating the claws is a swift action. At 3rd level, attack and damage rolls made with the claws use the witch’s Intelligence modifier in place of her strength modifier. At 7th level the claws are considered magic for the purpose of overcoming damage reduction.
- Malleable Familar (Ex): At 3rd level, the witch can target her familiar with any spell that affects creatures other than the familiarwitch’s racial type (such as enlarge person) as if the familiar were an eligible racial type. Further, the familiar gains a 1-point evolution from the eidolonwitch’s list of evolutions. At 7th level, and every 4 levels thereafter, the familiar gains an additional 1-point evolution.
- Enduring Alteration (Su): At 7th level, each transmutation spell cast by the witch on herselves or her familiar has its duration increased by half, as if prepared with the Extend Spell feat, without altering the spellwitch’s level or casting time.
- Toughen Hide (Ex): At 11th level, the witch’s skin grows thick and rough, protecting vital areas. The witch gains a +2 to her existing natural armor and also has a 25% chance to ignore damage from precision damage and critical hits.
- Adapted for Anything (Su): At 15th level, the witch has mastery over her bodywitch’s needs. The witch has altered her biology to the point that she do not need to eat or sleep, though she still require 8 hours of rest before preparing spells. In addition, daily when the witch prepares her spells, she may reallocate points in her familiarwitch’s evolutions, as the transmogrify spell.
- Eternal Alteration (Su): At 19th level, any transmutation spell with a duration of rounds per level that the witch casts upon herselves or her familiar become minutes per level; spells with a duration of minutes per level increase to 10 minutes per level; those with 10 minutes per level increase to hours per level; and any spell with a duration of hours per level has its duration increased to 24 hours. The witch and familiar may each only benefit from one such Eternal Alteration at a time. If the witch wishes to cast a second spell on herselves which would be affected by this ability she may choose to use the spellwitch’s duration or end her previous Eternal Alteration and apply it to the new spell.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Augmented Claw (Su): A witch who selects this hex chooses a natural attack she possesses (either innately or in an alternate form, such as her manifest claws boon). She gains the Improved Natural Attack feat for the selected natural weapon, as if she were an eligible monster. She can select this hex up to twice, each time selecting a different natural attack.
- Whip Tailed (Su): A witch who selects this hex grows a long slender tail which can be used as a natural attack dealing 1d3 slashing damage and has a reach of up to 10 feet. This tail can also be used to transfer items to the witch’s hand as a swift action, and is treated as a free hand for making somatic gestures.
- [Major Hex] Split Transformation (Su): A witch who selects this hex gains the ability to share transmutation spells with her familiar. Whenever the witch casts a transmutation spell which affects only herselves she may choose to split the duration of the spell between her familiar and herselves, affecting both with a single casting of the spell.
Water
A witch who has a Water patron finds power in the waves and the current of the rivers and seas of the world. The most common Water patrons are powerful water elementals, marids, aquatic fey, and hags.
Bonus Spells: 1st — bless water/curse water, 2nd — slipstream, 3rd — water breathing, 4th — control water, 5th — geyser, 6th — elemental body III (water only), 7th — elemental body IV (water only), 4th — seamantle, 9th — tsunami.
Boons: The following boons are granted by these patrons.
- Sea Critter (Su) At 1st level, the witch is granted an aquatic familiar; if the familiar doesn’t natively have the aquatic subtype, it gains this subtype. It also gains the amphibious special quality. If the familiar is touching a person that doesn’t possess this subtype or isn’t affected by the ability to breathe water, the familiar’s touch shares this ability for as long as the contact is made.
- Born by the Sea (Ex) At 3rd level, the witch gains a swim speed equal to her base speed; if she can’t already breathe water, she gains the ability to do so a number of hours per day equal to her witch level + her Intelligence modifier. These hours do not have to be used consecutively but she is expended in one-hour increments.
- Seaspeaking (Su) At 7th level, the familiarwitch’s speak with other animals ability can be used with any creature that has the aquatic subtype and has a swim speed. As a standard action, it can form a communication bridge between one of these creatures and the witch, so long as the witch is no more than 30 feet from the familiar; this functions as the spell telepathic bond, and can be used a number of times per day equal to the witch’s Intelligence bonus.
- Echolocation (Su) At 11th level, the witch and her familiar both gain blindsense out to 60 feet, but only while touching water and only sensing creatures also touching or in water. This effect depends on audible components, and will not work for a witch or familiar who is deafened or in an area of magical silence.
- Call Upon the Sea (Sp) At 15th level, the witch can call upon the services of a creature with which her familiar has established a connection with her. This acts as demand.
- Born into the Deep (Ex) At 19th level, the witch grows a fine sheen of scales on her skin, granting her DR 5/-. She also gains resist cold 20 and freedom of movement while immersed in water. Additionally, the witch is immune to pressure damage from deep water and her echolocation improves to effectively blindsight, with blindsense for an additional 60 feet beyond the blindsight.
Patron Hexes: The witch can choose from the following additional hexes unique to her patron.
- Curse of Seasickness (Su) the witch may target a non-aquatic or water subtype creature and make her feel immense seasickness. The target must make a Will save (DC 10 + 1/2 the ’s class level + her Intelligence modifier). On a failure, the target is sickened while on a boat or in water, and for 1 minute thereafter. If the sickness is removed the hex ends. In all cases, once a creature has been targeted by this hex, she is immune to it for 24 hours.
- Pull of the Sea (Su) The puts a curse on a target, causing the water surrounding her to thwart her. The target takes a penalty to Swim checks equal to the ’s class level for 1 minute. Once a creature has been affected by this hex, she is immune for 24 hours.
- [Major Hex] Embrace of the Sea (Su) A places a curse on the target that causes the waters to grab her and pin her. For the next minute, if the target fails a Swim check in water, she is grappled. This hex lasts for 10 minutes. The CMD to escape this grapple is 10 + 1/2 the ’s class level + her Intelligence modifier. Once a creature has been affected by this hex, she is immune for 24 hours.
Focused Patron, Seas: Some water patrons focus on the fury of the deep. To these, water is a destructive force of nature and a source of power. Commonly sea hags and aquatic fields such as wastriliths grant these spells. 1st – touch of the sea, 2nd – aquatic cavalry, 3rd – aqueous orb, 4th – ride the waves, 5th – tidal surge, 6th – flash flood, 7th – vortex , 8th – seamantle, 9th – tsunami.
Devotion (Champions of Purity pg. 27): 1st — divine favor, 2nd — martyrwitch’s bargain, 3rd — magic vestment, 4th — greater magic weapon, 5th — flame strike, 6th — mass bullwitch’s strength, 7th — bestow grace of the champion, 4th — holy aura, 9th — mass heal.
Elements (Advanced Playerwitch’s Guide pg. 70): 1st — shocking grasp, 2nd — flaming sphere, 3rd — fireball, 4th — wall of ice, 5th — flame strike, 6th — freezing sphere, 7th — vortex, 4th — fire storm, 9th — meteor swarm.
Mountain (Heroes of the Wild pg. 13): 1st — stone fist, 2nd — stone call, 3rd — stone shape, 4th — spike stones, 5th — wall of stone, 6th — flesh to stone, 7th — stone tell, 4th — repel metal or stone, 9th — clashing rocks.
Space: 1st — mirror strike, 2nd — twisted space, 3rd — blink, 4th — dimension door, 5th — hostile juxtaposition, 6th — repulsion, 7th — walk through space, 4th — bilocation, 9th — teleportation circle.