Witch Patrons, Expanded

Design Notes: Paizo gives options for some of the popular patron choices for patron familiars, and yet, many are unaddressed; while Paizo does encourage GMs to use their options as the basis to develop more of their own, that I know of no one has come up with a concise list to address the rest until a player brings it up and asks. Further the witch is one of the weaker caster classes in PF1, and having a useful, flavorful familiar is both thematic for the class, and it helps with a needed boost. So in our setting, there is no cost for a patron familiar; this comes as part of choosing the patron. The spells for the patron, and the familiar abilities, come together, part and parcel.

Further, the spell list for some patrons is sub-optimal. Any patron spell list that ranks below average shouldn’t be an option. And some spells just don’t make sense for the theme of the patron, at all. Conversely, a couple of patrons — Space, for one — work perfectly well with the existing spell list once bonus spells get to be spontaneously cast, even though they’re already witch spells. Bonus spell acquisition is also no longer delayed. The witch gets the bonus spell when she can cast that level of spell. Putting them at even number levels lopsided the whole principle of “new candy at every level” anyhow.

And lastly, patron hexes are a set of at least two hexes that are exclusive to a given patron choice, adding even further flavor and more hex flexibility to the witch’s build.

So the list below is considered as replacing entirely the core Patron feature of the witch. it is designed to be plug and play, and is compatible with the unique patron options from Blood of the Coven as well.

  • The 1pp familiars are denoted with a †, and may (do) contain house alterations. The PRD patron familiars list is here.
  • Homebrew/3pp Patrons denoted with a ††
  • Altered bonus spells from core are denoted with a *. The original patron spell list is here.
  • Some patron hexes’ mechanics are adapted from abilities and hexes of Legendary Games’ Legendary Witches and Legendary Witches Expanded.

Patron

At 1st level, the witch chooses the patron that grants her power, and this cannot be changed thereafter. 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, they hold influence over the following themes. The witch’s familiar is a gift, or envoy, from her patron, and it exhibits traits that reflect this connection to the witch’s patron, as detailed below. Each time a witch gains a new level of spells, the witch’s patron grants a new spell to the witch’s list of spells known. These spells are automatically added to the list of spells stored by the familiar. Each patron also grants access to unique hexes, available to a witch of this patron as described below. Each patron is listed by its theme. The actual name or nature of the patron is up to the GM and the witch to decide.

Spontaneous Patron Spells: The witch may cast a bonus spell granted by her patron spontaneously by expending a prepared spell of the same level or higher. She may add the effects of any metamagic feat she knows to this spell with the normal adjustments for a spontaneous caster.

Agility

†Familiar—Supernatural Speed (Su): The familiar is incredibly fast for its type. It gains an enhancement bonus of +10 feet to each of its movement speeds. This bonus increases to +20 feet at 7th level, and to +30 feet at 15th level.

Bonus Spells: 1st — heightened awareness*, 2nd — animal prowess, 3rd — haste, 4th — freedom of movement, 5th — polymorph, 6th — animal prowess (mass), 7th — ethereal jaunt, 8th — animal shapes, 9th — shapechange.

Patron Hexes

  • Borrow Speed (Su): The witch’s famliar may transfer its speed bonus from supernatural speed to the witch by touching her as a move action; this lasts for one round and can be done at-will.
  • Drain Agility (Su): The witch saps the agility from a target creature, reducing its speed to 5 feet if it fails a Fort save; a creature whose speed is reduced to 5 feet can also not take 5-foot steps. This hex can be extended with the cackle hex.
  • Major Hex Swift Step (Su): The witch teleports a short distance. As a move action, the witch can teleport up to 30 feet + 5 feet for every 2 levels the witch possesses beyond 10th (to a maximum of 55 feet at 20th level). A witch can bring along a willing creature she touches by reducing her teleportation distance by half.

Alleys††

Design Notes: This is essentially converting the Alley Witch archetype into a witch patron and replaces the archetype.

Familiar—Urban Familiar (Ex): The witch’s familar must be a sort of animal that would commonly be commonly found in an urban setting — such as cats, dogs, rats, roaches, etc. This familiar can speak with any other urban creature of the animal type, as if continually affected by the speak with animals spell. At 7th level, instead of speaking with animals of its own kind, it can speak with urban creatures of the vermin type, as if continually affected by the speak with vermin spell.

Bonus Spells: 1st — ears of the city, 2nd — alter self, 3rd — witness, 4th — shadow step, 5th — mage’s private sanctum, 6th — heroes’ feast, 7th — limited wish, 8th — create demiplane, 9th — shades.

Special: An alley witch loses Knowledge (nature and planes), and gains Bluff and Knowledge (local) as class skills.

Patron Hexes

  • Speak to the City (Ex): An alley witch builds a special rapport with a single city. Upon taking this hex, she can select one settlement whose size is large town or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement.
  • Hex Trader (Su): Once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches with the token. While a hex is sealed into a token, the alley witch loses her ability to use that hex or the benefits from having the hex, until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it, and she retains the remaining uses. If a hex has no set duration, it lasts for 1 minute once activated.
  • Major Hex Alley Kin (Su): The witch may take the shape of her familiar as if using beast shape II. While in this animal form, if she has the speak to the city hex, she shares the bonuses from this hex with her familiar so long as they can see one another. The witch can remain in this animal form for 10 minutes per day per witch level; these minutes do not have to be used consecutively but must be used in 10-minute increments.

Ancestors

Familiar—Ancestral Speaker (Sp): The familiar is link a to the ancestral patron that empowers the witch. Once per day, the witch can contact these ancestral powers for insight through the witch’s familiar; is the equivalent of an augury spell. At 11th level, once per week the familiar can use the equivalent of a commune spell.

Bonus Spells: 1st — bless, 2nd — ancestral communion, 3rd — prayer, 4th — blessing of fervor, 5th — ancestral memory, 6th — greater heroism, 7th — ethereal jaunt, 8th — frightful aspect, 9th — overwhelming presence.

Patron Hexes

  • Ancestral Disapproval (Su): The witch chooses a target and causes the disapproving voices of her target’s ancestors to flood its mind. A living intelligent creature within 30 feet that the witch can see becomes shaken for a number of rounds equal to the witch’s Intelligence modifier. This duration can be extended with the cackle hex. A successful Will save reduces this duration to 1 round. This is a mind-affecting fear effect. At 8th level the target becomes frightened instead of shaken.
  • Ancestral Knowledge (Su): The witch spends 1 minute in quiet meditation, drawing on the knowledge of those who came before her, after which she can treat a skill of choice as if she had a number of ranks equal to 1/2 her witch level + 3. This lasts for 1 minute or until it is used, and once this skill is chosen, the witch cannot use this hex again for a different skill until she next prepares her spells.
  • Major Hex Secrets of the Ancients (Su): When communing with her familiar to prepare spells, the witch also spends the time to talk to the witches that came before her and learns one of their hexes. The witch gains the use of one of the hexes or major hexes from any other witch patron. She has access to this hex until the next time she communes with her familiar to regain spells.

Animals

†Familiar—Animal Speaker (Su): The familiar gains the ability to speak with animals of its kind at 1st level. If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level. Further the familiar gains a bonus on Diplomacy checks against the animals with which it can speak equal to 1/2 the witch’s level, and Diplomacy becomes a class skill for the familiar.

Spellcasting: The witch loses the summon monster series of spells from the witch spell list, and gains the summon nature’s ally spells at the commensurate levels.*

Bonus Spells: 1st — charm animal, 2nd — animal messenger*, 3rd — greater magic fang*, 4th — beast shape II*, 5th — animal growth, 6th — antilife shell, 7th — beast shape IV, 8th — animal shapes, 9th — summon nature’s ally IX.

Patron Hexes

  • Animal Essence (Su): The witch can draw upon the essence of an animal spirit to gain a measure of its prowess. This works as the shifter’s minor aspects, except that she is limted to the following aspects: bat, bear, boar, bull, crocodile, falcon, frog, lion, lizard, monkey, mouse, owl, scorpion, snake, stag, tiger, wolf or wolverine; she gains this minor aspect for one minute. The witch can use this hex a number of times per day equal to her Intelligence modifier.
  • Primal Fury (Su): The witch can grant a creature of the animal type that is within 30 feet a burst of primitive rage for 1 round. The animal gains a +4 morale bonus to its Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. At 8th level and 16th level, the duration of this hex is extended by 1 round. The primal fury hex can be extended by the witch if she uses a cackle hex. Once an animal has benefited from the primal fury hex, it cannot benefit from it again for 24 hours.
  • Major Hex Second Skin (Su): The witch becomes accustomed to assuming the forms of animals to the point that it’s second nature. Once per day, any spell of the Transmutation school she casts upon herself to assume the form of an animal lasts hours per level rather than 10 minutes per level, and while in this form assumed by the cast spell, she can speak and use somatic gestures, as if she possessed the Wild Spell and Beastspeak feats.

Arts††

Familiar—Natural Performer (Su): The witch’s familiar gains the ability to improve the morale of the witch and her allies through performance, be it a nightengale by its voice, or the graceful antics of a feline; 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. At 15th level, the it also gains the ability to inspire heroics with its bardic performance ability, but this can only target the witch.

Spellcasting: The witch uses Charisma instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

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.

Patron Hexes

  • Accompanist (Su): The witch can cast play instrument to play an instrument while her familiar performs, increasing the bonus from the familiar’s inspire courage performance by +1. If the instrument continues playing after the familiar’s performance has ended, it can extend the benefits of the performance by an additional round, and thereafter has no additional effect.
  • Magical Maestro (Su): The witch adds one spell of each spell level 1-3 from the bard spell list to her familiar as spells known and to the witch spell list. These must be spells that are triggered by, accompany, or modify the use of, bardic performance (such as saving finale). The witch must be of the appropriate level to prepare and cast these spells. When the witch prepares these spells, the familiar can draw them while it uses its performance ability, expending the spell as if the witch herself cast it.
  • Major Hex Scintillating Burst (Su): The witch can create a burst of flickering rainbow colored light in a 15 foot radius, centered on her; all creatures that can see the burst are dazed for 1d4 rounds unless they make a Will save. This is an illusion (pattern) effect. Once a creature has been affected or saved against the scintillating burst hex, it cannot be affected again for 24 hours.

Aurora

Familiar—Dazzling Beacon (Su): As a standard action, the familiar can glimmer with the radiance and brightness of a rainbow to dazzle creatures in a 30 foot radius centered on the familiar, unless they make a Will save equal to (10 + 1/2 the witch’s level + her Intelligence modifier); maintaining the effect for those who fail the save is a free action. The familiar can use this a number of rounds per day equal to the witch’s witch level + the witch’s Intelligence modifier; these do not have to be used consecutively, but they must be used in 1-round increments.

Bonus Spells: 1st — color spray, 2nd — hypnotic pattern, 3rd — wall of nausea, 4th — rainbow pattern, 5th — blazing rainbow, 6th — programmed image, 7th — prismatic spray, 8th — prismatic wall, 9th — prismatic sphere.

Patron Hexes

  • Hypnotizing Colors (Su): The witch can beset a target creature’s vision with a flickering spectrum of hues that only the creature can see, fascinating it for a number of rounds equal to the witch’s Intelligence modifier unless it makes a Will save. While it is fascinated, the target creature’s attitude is two steps more friendly to the witch and her allies, and it becomes receptive to a brief, `simple suggestion made by the witch. This functions similarly to the hypnotism spell but it is single target and has no hit dice limitation. This hex can be extended with the cackle hex, but only for the fascination effect; only one suggestion can be made in the duration of the effect.
  • Major Hex Chamelion (Su) The witch can shift the coloration of her skin and clothing to match her surroundings, this grants her a bonus to Stealth equal to her witch level and ability to use Stealth even while being observed for one minute per witch level. She can use this hex at will, but when the duration expires, the witch cannot use this hex again for one minute.

Boundaries

Familiar—Hedge Corruption (Su): The familiar can sense the presence of evil, as if continually effected by detect evil. At 7th level, the familiar can radiate an aura of protection from evil in a 10-foot radius, centered on the familiar, as a standard action for 1 minute per witch level; these minutes don’t have to be used consecutively but they have to be spent in one-minute increments.

Bonus Spells: 1st — hold portal, 2nd — see invisibility, 3rd — magic circle against alignment, 4th — dimensional anchor, 5th — control summoned creature, 6th — banishment, 7th — ethereal jaunt, 8th — dimensional lock, 9th — gate.

Patron Spells

  • You Shall Not Pass (Su): The witch as an immediate action can point her finger to a creature advancing upon her square and command it to stop; the creature has to make a Will save or else end its move action 5 feet from the witch, and for the remainder of its turn, it cannot make a standard action, and no other movement action except to move in an opposite direction from the witch or use the withdrawal action.
  • Major Hex Counterportation (Su): If a creature uses a Conjuration (teleportation) effect to either leave a square, or to enter a square, within 30 feet of the witch, the witch may, as an immediate action, cause that creature to return to the square it left unless it makes a caster level check against the DC of the witch’s hex.

Conspiracies

Familiar—Neuralizing Touch (Su): With a touch attack, the familiar can cause a creature to forget what happened in the last number of rounds equal to the witch’s Intelligence modifier. If the creature makes a Will save against a DC of (10 + 1/2 the witch’s level + the witch’s Intelligence bonus) it resists the effect. The familiar can use this ability once per day at 1st level, and an additional time per day at 7th and 15th level. This is a mind-affecting effect.

Bonus Spells: 1st — lock gaze, 2nd — disguise other, 3rd — nondetection*, 4th — fleeting memory*, 5th — zone of silence*, 6th — symbol of persuasion, 7th — vision, 8th — frightful aspect, 9th — overwhelming presence.

Patron Hexes

  • You Didn’t See Anything (Su): The witch can cloud the mind of a creature to where it doesn’t see or hear her for a number of rounds equal to her Intelligence modifier, unless it makes a Will save. This effect can be extended by the cackle hex, however if the witch attacks or otherwise makes an action to physically harm the creature while the hex is active, it gets another Will save to break the effects before resolving the witch’s action. The witch can only affect one creature at a time with this hex; affecting a different creature while the hex is active results in the prior effect ending immediately.
  • Major Hex Scrying Retribution (Su): The witch fortifies herself against unwanted eyes with a powerful curse. A creature attempting to scry upon the unwilling witch has to make an opposed caster level check against the witch. Losing the check results in the creature both failing the scrying effect, and suffering Wisdom damage equal to the amount by which the creature lost the opposed check. A successful Will save halves this Widsom damage.

Death

Familiar—Corrupting Touch (Su): The familiar’s can deal 1d6 negative energy damage with a successful touch attack. At 7th level this increases to 2d6, and at 15th it increases to 3d6. It can use this ability a number of times per day equal to 3 + the witch’s Intelligence modifier. This touch can only be used to damage the living; it cannot be used to heal undead. It can deliver a touch spell in the same action as this touch ability, resolving the effects of the spell after those of this ability.

Bonus Spells: 1st — grasping corpse*, 2nd — command undead*, 3rd — speak with dead, 4th — wall of bone*, 5th — boneshatter*, 6th — circle of death, 7th — finger of death, 8th — symbol of death, 9th — power word kill.

Patron Hexes

  • Steal Life (Su): The witch touches a living creature and deals 1d8 points of negative energy damage + 1 per witch level (to a maximum of 10). The witch gains a number of temporary hit points equal to the amount of damage dealt. These temporary hit points last for 1 hour. A creature targeted by this hex cannot be targeted by this hex again for 24 hours.
  • Fear Death (Su): The witch stares into the eyes of a creature within 30 feet and the creature sees visions of death. If the creature fails a Will save, it is shaken for a number of rounds equal to the witch’s Intelligence modifier. At 5th level, a creature that fails the Will save is frightened instead. The creature and the witch must be able to see each other. Any creature that is immune to blindness is also immune to this ability. A creature affected by the fear of death hex cannot be affected by it again for 24 hours.
  • Major Hex Curse of the Long Death (Su): The witch spits a curse at a creature within 30 feet and the creature begins to feel its life draining away. If the creature fails a Fortitude save, it suffers 1 temporary negative level. The creature must attempt another Fortitude save on the following round or take an additional temporary negative level. This continues until the creature succeeds 1 Fortitude save, the creature has gained a number of negative levels equal to the witch’s Intelligence modifier, or the creature has a number of temporary negative levels equal to its HD (at which point the creature dies). A creature affected by this hex cannot be affected by this hex again for 24 hours.
  • Grand Hex Deathless (Su): The witch and her familiar gain negative energy resistance 10, and gain a +4 to saves against death effects and effects which cause energy drain. The witch also takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels than she has Hit Dice. After resting, all negative levels affecting the are removed without requiring her to succeed at additional saving throw.

Decadence

Familiar—Euphoric Touch (Su): the witch’s familiar’s touch can cause any creature that fails a Fortitude save to be overwhelmed with euphoric sensations. This results in the targets becoming fascinated and dazzled for 1d6 rounds. The familiar may use this ability a number of times equal to 3 + the the witch’s Intelligence modifier, and the save DC is equal to (10 + 1/2 the witch’s level + her Intelligence modifier). The familiar can use this touch in the same action as delivering a touch spell, resolving the effects of this touch after delivering the spell.

Bonus Spells: 1st — crime of opportunity*, 2nd — demand offering, 3rd — shamefully overdressed*, 4th — charm monster, 5th — dream, 6th — envious urge, 7th — waves of ecstasy, 8th — euphoric tranquility, 9th — resplendent mansion*.

Patron Hexes

  • Life of the Party (Su): The witch can spend 30 minutes with a creature, carousing with drinks or other indulgences, to improve the creatures’ attitude by two steps if it fails a Will save. This is a mind-affecting, languate dependent effect.
  • Major Hex Seductive Mein (Su): When the witch succeeds improving the morale of a creature with the life of the party hex, she can also implant a triggered suggestion upon this creature, using her witch level as the caster level to determine its duration.

Deception

†Familiar—Distracting (Su and Sp): The familiar gains Bluff and Sense Motive as class skills, and a bonus to these skills equal to half the witch’s level. At 10th level, the familiar can throw its voice at will, as if using ventriloquism.

Bonus Spells: 1st — ventriloquism, 2nd — invisibility, 3rd — blink, 4th — confusion, 5th — passwall, 6th — programmed image, 7th — invisibility (mass), 8th — scintillating pattern, 9th — time stop.

Patron Hexes

  • Fleeting Distraction (Su): The witch can cause a creature to suffer a penalty to Perception and Sense Motive checks, and to Reflex saves equal to the witch’s Intelligence modifier. This effect lasts for a number of rounds equal to the witch’s level, or until one of these checks is made, whichever comes first.
  • Shifting Features (Sp) 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 11th 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) to recognize the aura for what it is.
  • Major Hex Concealed Casting (Su): Once per day, the witch can cast one of her spells as if it were prepared with the Silent Spell and Still Spell metamagic feats, without effecting the effective spell level or casting time. She can do this an additional time per day at 13th level and every other level thereafter for a total of 5 times per day at 19th level.

Devotion

Familiar—Self Sacrifice (Ex): Once per day, when the witch would be reduced to 0 or fewer hit points by an attack, the familiar can throw itself in the way of the attack as an immediate action if it is touching or adjacent to the witch. If it makes a Reflex save against a DC equal to the attack roll that hit the witch, it takes all the damage dealt. If it fails the save, it takes half the damage while the witch suffers the other half. At 7th level, as part of this immediate action, it can move up to its move speed as part of the attempt to intercept the attack. At 13th level, this movement will not draw attacks of opportunity.

Bonus Spells: 1st — divine favor, 2nd — martyr’s bargain, 3rd — magic vestment, 4th — greater magic weapon, 5th — flame strike, 6th — unshakable zeal*, 7th — bestow grace of the champion, 8th — holy aura, 9th — mass heal.

Patron Hexes

  • Saving Grace (Su): When a willing creature within 20 feet of the witch declares an intention to invervene on behalf of the witch, the witch can swap places with this creature, as if by dimension door, as an immediate action. She cannot swap places with the same creature again for 24 hours.
  • Reciprocal Devotion (Su): The witch makes a connection between herself and another living creature as an immediate action to halve the damage dealt to the creature by an effect or attack that deals hit point damage. The other half of the damage is suffered by the witch. The witch applies any resistances or reductions to this damage as normal. No other adverse affects dealt by a given attack are effected, or dealt to the witch, except for the hit point damage.

Dimensions††

Design Note: This is essentially converting the Dimensional Occultist witch archetype into a patron choice, that any witch can choose to take as a patron, and allowing for greater versatility as to when or whether to take each hex replacement (because they kind of suck, and other than the spell list, the archetype overall sucks, but if you really want all the hex replacements, there they are. This replaces the archetype.

Familiar—Dimensional Jumper (Su): The witch’s familiar can create a dimensional rift that it can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing it to move up to 10 feet per witch level to any location it can see. This counts as 5 feet of movement, and it can only use this ability once per round. This movement does not provoke attacks of opportunity, but any other movement as part of the move action provokes as normal. So long as the familiar is touching the witch, it can instead convey this ability to the witch.

Bonus Spells: 1st — hold portal, 2nd — rope trick, 3rd — blink, 4th — dimensional anchor, 5th — lesser planar binding, 6th — planar binding, 7th — banishment, 8th —  greater planar binding, 9th — gate.

Patron Hexes

  • Dimensional Augmentation (Su): The witch can augment her spells by incorporating mathematical equations and formulae into the casting, typically by inscribing these equations with chalk or charcoal onto a solid surface. This adds both a somatic (the actual writing) and a material component (the implements used to write) to the spell, increases its casting time to a number of rounds equal to the spell’s level (if the spell’s casting time is already 1 minute or more, the casting time is not altered), and augments the caster level of the spell by +1, plus an additional +1 caster level at 9th and 17th levels. Casting a spell with an effective spell level beyond 20th is possible. The witch can use this ability a number of times equal to her Intelligence bonus.
  • Commune via Familiar (Sp): The witch can use her familiar as a link between herself and strange, otherworldly intelligences on other planes. Once per day, she may use this link to cast augury as a spell-like ability, at a caster level equal to her witch level. At 7th level, she may this this ability once per week to cast contact other plane. The entity contacted replies to the witch via her familiar, via telepathic contact, or by some similarly disconcerting method of communication. The witch does not have to make a save in order to avoid losing Intellligence or Charisma from the contact other plane ability, however, she is restricted to contacting a plane no farther than the save DC listed on the table in the spell description.
  • Major Hex Dimensional Waypoints (Ex): The witch can create a dimensional waypoint by spending 2d4 minutes inscribing a number of equations on a solid surface with a writing instrument. From that point on, when she uses any Conjuration (teleportation) effect to travel to that location, she does so without any chance of mishap. Teleport always sends the witch to this spot, and even plane shift, if used to travel to that site, is precisely accurate. Once a dimensional waypoint is set, it remains active for that witch despite the condition of the inscription or even that of the surface upon which it was inscribed — it is the act of inscribing the waypoint, not the waypoint itself, that matters. The witch can maintain a number of these waypoints equal to her Intelligence modifier; she can forget one of these waypoints in order to scribe another when she has reached her limit of waypoints.

Dreams††

Familiar—Dreamspun Familiar (Su): The witch’s familiar 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 once per day, and an additional time per day at 7th and 15th levels, but once a creature has either been affected or resists the attempt, it is immune for 24 hours.

Bonus Spells: 1st sleep, 2nd rope trick, 3rd oneiric horror, 4th spiritual ally, 5th – dream, 6th – dream travel, 7th – ethereal jaunt, 8th – euphoric tranquility, 9th – microcosm.

Patron Hexes

  • Dreamform (Su) The witch can shift into a dream-like form, becoming partially real. As a standard action, she can gain 20% concealment for herself and her familiar a number of minutes equal to 3 + her witch level. These minutes do not have to be used consecutively but they must be used in one-minute increments.
  • Sleep Deprivation (Sp) 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 (shadow) school rather than Conjuration (creation) for the purposes of its magical aura. She can expend a 5th level or higher prepared spell to use this ability an additional time.

Elements

†Familiar—Elemental Touch (Su): Choose an energy type: acid, cold, electricity, or fire. The familiar gains resistance 5 to the selected energy type. Whenever the familiar delivers a touch spell that deals energy damage, it can change the type of energy damage dealt to the selected energy type.

Bonus Spells: 1st — shocking grasp, 2nd — flaming sphere, 3rd — fireball, 4th — wall of ice, 5th — flame strike, 6th — freezing sphere, 7th — lightning arc*, 8th — fire storm, 9th — meteor swarm.

Patron Hexes

  • Elemental Shift (Su): As a swift action, the witch can change the element type of a spell she casts in the same round that does acid, cold, electricity or fire damage, to one of the other four element types. The witch can do this a number of times equal to 3 + her Intelligence modifier.
  • Major Hex Elemental Intensity (Su): By expending a swift action, the witch can cast an elemental spell in the same round as if it were prepared with the Intensified Spell feat, without affecting the spell level or casting time. She can do this a number of times per day equal to her Intelligence modifier.

Enchantment

†Familiar—Charm Amplifier (Su): When delivering a touch spell of the Enchantment school, the effective caster level of the spell is 1 higher.

Bonus Spells: 1st — unnatural lust, 2nd — calm emotions, 3rd — tieldlara’s feint*, 4th — control summoned creature*, 5th — dominate person, 6th — geas/quest, 7th — euphoric tranquility, 8th — demand, 9th — dominate monster.

Patron Hexes

  • Awe Inspiring Cackle (Su): In the same action as she uses her cackle hex to extend the effects of another hex on a creature, she can cause the affected creature to become fascinated unless it succeeds in a Will save. The creature is entitled to an additional save each round the cackling continues, and once it saves against the fascination effect, both this effect, and the persisted hex end for the creature. The creature can not be affected by the fascinated effect of this hex again for 24 hours. The witch must have selected the cackle hex before selecting this hex.
  • Dark Desires (Su): The witch can cause a creature within 30 feet to suffer desires it finds distasteful and distracting for 1 round. Anytime the creature attempts to use a spell or spell-like ability, or use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, and the Intimidate, and Ride) or any ability that requires patience or concentration, it must make a concentration check to do so. (Creatures that do not normally have a concentration check may make one of 1d20 + hit dice + Constitution modifier). The DC of this check is 10 + the witch’s Int modifier + the witch’s level. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. The dark desires hex can be extended by the witch if she uses a cackle hex.
  • Major Hex Enduring Charm (Su): When the witch’s familiar delivers a touch spell of the Enchantment school for the witch, the spell is extended, as per the feat, with no change in spell level or casting time. A spell can only be extended in this fashion once per creature so touched in a 24-hour period.

Endurance

†Familiar—Endure Afflictions (Su): The familiar is unnaturally talented at resisting bodily corruption. The familiar and any ally touching it gains a +2 resistance bonus on saving throws against nonmagical poisons and diseases. At 7th level, this bonus also applies against magical diseases and poisons. At 15th level, this bonus also applies against curses.

Bonus Spells: 1st — liberating command*, 2nd — animal prowess, 3rd — protection from energy, 4th — spell immunity, 5th — spell resistance, 6th — animal prowess (mass), 7th — restoration (greater), 8th — iron body, 9th — miracle.

Patron Hexes

  • Muster On (Su): When a group with this witch travels for 8 hours, treat the distance traveled as though the group had been marching for 10 hours, without the effects of making a forced march.
  • Hex of Enduring (Su): The witch enables a creature to ignore the effects of fatigue for 1 round. Once the effect of this hex ends, the fatigued condition resumes. This hex can be extended with the cackle hex.
  • Major Hex Enduring Resolve (Su): The witch enables a creature to temporarily ignore all effects of exhaustion, fatigue, nauseated, sickened, staggered, and ability damage for one round, after which the conditions resume, and the creature is further exhausted if it wasn’t before. This hex can be extended by the cackle hex. The witch must have selected hex of enduring before selecting this hex.

Entropy

Familiar—Void Gaze (Su): the witch’s familiar gains a gaze attack in a 15 foot cone. Those who see the gaze and fail a Will save against a DC of (10 + 1/2 the witch’s level + the familiar’s Charisma modifier) are confused, as the spell, for 1 round. Once a creature has been affected or saved against this effect, it is immune to the effect for 24 hours.

Bonus Spells: 1st — lesser confusion, 2nd — mortal terror*, 3rd — babble, 4th — wandering star motes, 5th — feeblemind, 6th — antimagic field, 7th — insanity, 8th — symbol of insanity, 9th — interplanetary teleport.

Patron Hexes

  • 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 hex persisted by the witch’s cakle, the target is confused each round that the witch maintains her gibbering unless it makes a Will save against the hex. At any point the creature makes its save, both the confuson and the effects of the persisted hex end; it is then immune to this hex for 24 hours. The witch must have the cackle hex before selecting this hex. This is a mind-affecting effect.
  • Vision of the Void (Su): The witch can grants a living creature a glimpse of the terrors and creatures of the dark alien spaces far away as a standard action. The target becomes immune to mind-affecting effects, but takes a -2 penalty on attack rolls and skill checks. If the target is under another mind-affecting effect when targeted by this hex, it is suppressed while under the effects of this hex. This hex can be extended by the cackle hex.
  • [Major Hex] Aberrant Limb (Su): The witch gains an additional appendage which can be manifest as a move action for one minute per witch level, the nature of which is usually odd but determined by the witch upon taking this hex. This extra appendage cannot not aid in movement, however it can hold or use items, though for not fine manipulation or to wield weapons. It can deliver touch attacks, make somatic gestures, or make a slam attack which deals 1d4 damage for a medium witch.

Ethereal

Familiar—Ghost Form (Su): the witch’s familiar may partially phase into an ethereal state as a standard action, a number of times per day equal to 3 + the witch’s Intelligence modifier. This state is the equivalent of a Blur effect and grants a 20% miss chance when the familiar is targeted and it lasts as many rounds the witch’s Intelligence modifier.

Bonus Spells: 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.

Patron Hexes

  • Prime Anchoring (Su): The witch can cause a creature that is incorporeal, ethereal or partially in the ethereal plane, such as by a blink spell, to become fully corporeal for a number of rounds equal to her Intelligence bonus unless it makes a Will save. This hex can be extended by the cackle hex. The prior effect or incorporeal state resume after the hex expires.
  • Ethereal Evasion (Su): As an immediate action, the witch can become ethereal when an attack or targeted spell hits her, causing the attack to miss or the effect to fail on a 50% chance. This hex cannot be used for an attack or effect from the same creature more than once in a 24 hour period.

Fate

Familiar—Fated Touch (Su): The familiar gains a +1 luck bonus on attack rolls to deliver touch spells, and the DC of touch spells delivered by the familiar increases by 1. These benefits increase by 1 at 7th level and again at 15th level.

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.

Patron Hexes

  • Nudge Fate (Su): As an immediate action, the witch can treat an attack roll, saving throw or skill check (hers or another creature’s) as if it were 1d4 points higher or lower (witch designates to add or subtract, then rolls the die). If she rolls a 4 on the die, she rolls a second time and adds that to the original die roll. She can only nudge the fate of any given creature (including herself) once in a 24-hour period.
  • Major Hex Seer’s Curse (Su) The witch gains an oracle’s curse, treating her witch level as her oracle level.
  • Grand Hex Self-Fulfilling Prophecy (Sp) The witch foretells a creature’s future, and impose it to pursue that determined 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 wishwish, 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.

Fey††

Familiar—Laughing Familiar (Sp): The witch’s familiar gains the fey-touched template. This familiar can cause a creature to burst out laughing for 1 round as a melee touch attack if the creature fails a Will save equal to (10 + 1/2 the witch’s level + her Intelligence modifier). 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 the effects 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.

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.

Patron Hexes

  • Fairy Dust (Su) 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 a number of HD equal to half the witch’s level. These benefits last for the duration of the glitterdust, and the witch can choose which effect to place upon each affected creature.
  • Major Hex Perplex (Su) A witch who selects this hex can place this hex on one creature within 60 feet, causing it to be disoriented. The target is confused, as the spell, 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. Once a creature is affected by or saves against this hex, it cannot be the target of this hex again for 24 hours.
  • Grand Hex Soul of the Fey (Su) 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.

Healing

†Familiar—Healing Channeler (Su): A number of times per day equal to 3 + the witch’s Charisma modifier, the witch’s familiar can grant fast healing 1 to a creature it’s touching. This effect lasts a number of rounds equal to the witch’s Intelligence modifier (minimum 1) or until the familiar stops touching the creature, whichever comes first. At 10th level, the familiar grants fast healing 2 instead. At 20th level, the familiar grants fast healing 3 instead.

Bonus Spells: 1st — delay poison*, 2nd — lesser restoration, 3rd — remove disease, 4th — restoration, 5th — breath of life*, 6th — heal*, 7th — restoration (greater), 8th — mass cure critical wounds, 9th — true resurrection.

Patron Hexes

  • Enhanced Cures (Su): When the witch casts a cure spell, the maximum number of hit points healed is not limited as stated in the spell description. For example an 11th-level witch with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the maximum 1d8+5.
  • Medicine Woman (or Man) (Ex) The witch may perform all Heal skill checks without a healer’s kit without penalty, and gains skill unlocks for the appropriate ranks in the Heal skil as if she had the Signature Skill feat.
  • Major Hex Adaptive Restoration (Su): The witch’s familiar can touch a creature for a full round to cure a disease, neutralize a poison, or restore ability damage in place of granting it fast healing 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. If the spell being duplicated has a material component cost of over 100gp, the witch must either provide the component, or else accept one temporary negative level, which cannot be removed until the witch next prepares her spells.

Insanity

Familiar—Babbler (Su): The familiar can incoherently babble and gyre in order to fascinate creatures as the bardic performance, treating the witch’s witch level as its bard level, with a save DC equal to (10 + 1/2 the witch’s level + her Intelligence modifier).

Bonus Spells: 1st — memory lapse, 2nd — hideous laughter, 3rd — touch of madness*, 4th — confusion, 5th — feeblemind*, 6th — envious urge, 7th — insanity, 8th — song of discord*, 9th — overwhelming presence.

Patron Hexes

  • Already There (Su): The witch is resistant to effects that cause confusion or fear, gaining a bonus to saves against these effects equal to her Intelligence bonus.
  • Major Hex Contagious Madness (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 a Will save against this hex, or else fail at the attempt at divination, and further suffer confusion for a number of hours equal to the witch’s level.

Jynx

Familiar—Jinxed Touch (Su): Once per day, the familiar can deliver a curse with its touch, causing the target to take a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects for a number of rounds equal to its master’s level. The save DC is equal to (10 + 1/2 the witch’s level + her Intelligence modifier). The familiar can resolve this touch attack before delivering the witch’s touch spell in the same action. The familiar can use this ability an additional time per day at 7th and 15th levels.

Bonus Spells: 1st — ill omen, 2nd — curse object*, 3rd — bestow curse, 4th — retribution, 5th — alaznist’s jinx*, 6th — eyebite, 7th — spell turning, 8th — prediction of failure, 9th — energy drain.

Patron Hexes

  • Curse of Ridicule (Su): The witch places a curse on a targeted creature, and those interacting with the cursed creature behaves as if under the effect of the absurdity spell, except that only the target is perceived as a target of ridicule, and creatures do not suffer penalties on Sense Motive or Initiative checks. This curse lasts for a number of minutes equal to the witch’s level. A creature affected by this hex cannot be affected by it again for 24 hours.
  • Grand Hex 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.

Light

Familiar—Illuminating Beacon (Su): The familiar glows with a perpetual light equivalent to that of a torch, which it can raise and lower at will. At 7th level it can glow with the brilliance of a daylight spell once per day for a number of rounds equal to the witch’s Intelligence modifier, and supress any darkness effects of 3rd or lower level in the radius of its glow. It gains additional uses per day of daylight at 11th and every 4 levels thereafter. At 11th level, the familiar can dispel darkness effects of a level equal to half its hit dice or less, a number of times per day equal to the witch’s Intelligence modifier.

Bonus Spells: 1st — unwelcome halo*, 2nd — continual flame, 3rd — daylight, 4th — rainbow pattern, 5th — wall of light*, 6th — blazing rainbow*, 7th — sunbeam, 8th — sunburst, 9th — prismatic sphere*.

Patron Hexes

  • Inspiring Radiance (Su): When the witch casts a spell with the light descriptor, she can choose to remove fear and other negative emotion effects from a creature within the area of, or targeted by, the spell. A particular creature can only receive the benefit of this hex once in a 24-hour period.
  • Accustomed to the Light (Ex): A witch with this hex is immune to the dazzled condition, and gains a bonus to saves against spells with the light descriptor equal to her Intelligence bonus.
  • Major Hex Empowered Flare (Su) When the witch casts a spell with the light descriptor, she may empower the light into a blinding flash, causing creatures in the area of, or targeted by, 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, against the appropriate save DC of for the spell level. If a creature fails the save by 5 or more, it is also staggered for one round. Any creature who is affected by, or saves against this effect is immune to it for a 24-hour period thereafter.

Mercy

Familiar—Merciful Touch (Su): The familiar can deliver touch spells of the Conjuration (healing) subschool at 1st level; at 3rd level, when it can deliver all touch spells, spells of the Conjuration (healing) subschool are treated as if the witch’s caster level were 1 higher.

Bonus Spells: 1st — remove sickness, 2nd — delay poison*, 3rd — remove curse, 4th — restoration, 5th — breath of life, 6th — heroes’ feast, 7th — foe to friend, 8th — euphoric tranquility, 9th — true resurrection.

Patron Hexes

  • Merciful Familiar (Su): The witch selects a mercy from the paladin’s list of mercies, treating her witch level as her paladin level. Her familiar can use its merciful touch ability deliver this chosen mercy at the same time it deliver’s a touch spell of the Conjuration (healing) spell for the witch. The familiar can apply these mercies a number of times per day equal to the witch’s Intelligence modifier. The witch may select this hex more than once, each time selecting a different mercy, and the effects of all mercies chosen by the witch are applied by the familiar’s merciful touch.

Mind

Familiar—Telepathic Conduit (Su): the witch’s 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.

Bonus Spells: 1st — mindlink, 2nd — mental block, 3rd — mindscape door, 4th — create mindscape, 5th — psychic asylum, 6th — thoughtsense*, 7th — create mindscape (greater)*, 8th — moment of prescience, 9th — microcosm.

Patron Hexes

  • 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, be it by innate telepathy or a spell such as detect thoughts, the creature has to make a Will save. If the creature fails this check, it fails at its attempt to read her thoughts, and the creature is confused for a number of rounds equal to the amount the witch beat the opposed check. A creature is immune to this hex for 24 hours once it has been affected or saved against the hex. The witch can raise or lower this hex for a given creature at will.
  • Expanded Mind (Ex) The witch may add three divination or enchantment spells of 4th level or lower from among the cleric, druid, or 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.
  • Major Hex Extract Memory (Su): 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. Once affected, a creature is immune to this hex for 24 hours.

Monsters††

Familiar—Monstrous Companion (Su): The witch’s familiar is a monstrosity that, through the magics her patron, is hidden within a more innocuous creature that appears as the witch’s familiar. This familiar gains the mauler archetype, regardless of any other archetypes it may or may not have. The familiar’s type changes from magical beast to aberration. At 3rd level, it 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. At 7th level the familiar gains another 1-point evolution, and a third at 15th level.

Bonus Spells: 1st – magic fang2nd – bloody tears and jagged smile3rdmonstrous extremities, 4th– hunger for flesh5thfeast on fear, 6thmonstrous physique IV7thmagical beast shape, 8thfrightful aspect, 9thshapechange.

Patron Hexes

  • Bloodscent (Su) The witch and her familiar gain the ability to sense an injured creature nearby and assess how close to death it is. They can locate creatures within 20 feet that have sustained hit point damage as if the witch and familiar had blindsense. This sense is able to detect creatures of the animal, dragon, fey, humanoid, magical beast, monstrous humanoid, and vermin types. Additionally, by focusing on a located creature as a swift action, the witch may learn the state of the creature as if using the spell deathwatch. The range of this ability increases to 30 feet at 7th level, and to 60 feet at 15th level
  • Monstrous Speech (Ex): The witch can speak to aberrations and magical beasts as if they 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.
  • [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.

Moon

Familiar—Glimmering Familiar (Sp): The familiar is always an animal, and always a creature with affinity for the night (bats, cats, mice, owls, etc). Once per day, the familiar can cast faerie fire as a druid equal to the witch’s witch level, and an additional time per day at 8th and 16 levels.

Bonus Spells: 1st — unwelcome halo*, 2nd — darkvision, 3rd — discovery torch*, 4th — moonstruck, 5th — aspect of the wolf, 6th — control water, 7th — lunar veil, 8th — moonbeam, 9th — polar midnight.

Patron Hexes

  • Lunar Flare (Su): The witch can fire a ray of moonlight as a ranged touch attack with a range of 60 feet; a target struck by the ray has to make a Will save else be blinded for a number of rounds equal to the witch’s Intelligence modifier. If the creature saves against the blindness, it is dazzled instead for the duration of the effect. Once a creature is affected or saves against this effect, it is immune for 24 hours thereafter.
  • Lunar Forms (Sp): The witch can mimic the ever-changing face of the moon, and change her appearance to that of another member of her race, as false face, at will. At 7th level, she can assume the forms of creatures associated with the moon, this acts as beast shape II at her caster level, but only allows the to take the form of a tiny nocturnal creature, such bats, cats, owls, rats or similar creatures; she can do this a number of times per day equal to her Wisdom modifier.
  • Major Hex Lunar Empowerment (Su): Whenever the witch can see the moon in the open sky at night, as a swift action in the same round as casting a spell, she can cast the spell as if it were prepared with the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat (select one) without increasing the spell’s casting time or level. She can do this a number of times per day equal to her Intelligence modifier.
  • Grand Hex Thwart the Eclipse (Su) The witch and her familiar both gain the see in darkness universal monster ability. They are both resistant to extreme climate as if continually affected by endure elements, and they further gain cold resistance 10.

Mountain

Familiar—Rocky Navigator (Ex): So long as the familiar is adjacent to or touching the witch, they can both move through difficult rocky terrain (rocks, dirt, loose gravel and stones, et al) without penalty, unless it is magically manipulated. At 7th level, the witch can also move through magically manipulated rocky terrain freely, though they still suffer any harmful effects of this manipulated terrain, such as a spike stones spell. At 15th level, they ignore all effects of magically manipulated rocky terrain.

Bonus Spells: 1st — stone fist, 2nd — stone call, 3rd — stone shape, 4th — spike stones, 5th — wall of stone, 6th — flesh to stone, 7th — stone tell, 8th — repel metal or stone, 9th — clashing rocks.

Patron Hexes

  • Highlander (Ex): While in mountainous terrain, the witch gains a +2 bonus on initiative checks, as well as Climb, Knowledge (geography), Perception, Stealth, Survival and Swim skill checks; she normally leaves no trail and cannot be tracked when travelling this terrain, though she may leave a trail if she chooses. Her familiar also gains this bonus, so long as they are adjacent or touching one another. This functions as the ranger’s favored terrain, but it does not count as this ability for prerequisites for feats that modify it. As a move action, she can grant these bonuses to a number of other creatures within 30 feet of her, up to her Intelligence modifier, for up to one hour. Once affected, a creature cannot be affected again for 24 hours.
  • King (Queen) of the Mountain (Su): When the witch is firmly stood upon a rocky or mountainous terrain, she can become immovable. She adds her Intelligence modifier to her CMD against combat maneuver attempts to bullrush, trip, overrun or reposition her, and to saves to avoid being blown back or being made prone.
  • Major Hex Vigor in Stone (Su): When the witch is in mountainous or rocky terrain, she can draw healing energy from the earth and gain fast healing 5 for a number of rounds per day equal to 3 + her witch level. These rounds do not have to be used consecutively, but must be used in one-round increments.

Nightmares

Familiar—Fear Touch (Su): The familiar can touch a creature to give it the shaken condition for 1d6 rounds. At 8th level, the creature is also frightened for one round. If the creature makes a Will save against a DC of (10 + 1/2 the witch’s level + her Intelligence modifier), it negates these effects. The familiar can use this ability in the same action as delivering a touch spell, resolving the effects of the spell before the effects of this ability. It can use this ability a number of times per day equal to 3 + the witch’s Intelligence modifier, but once a particular creature has been effected or saves against the ability it is immune for 24 hours.

Bonus Spells: 1st — silent image*, 2nd — haunting mists*, 3rd — oneiric horror, 4th — phantasmal killer, 5th — nightmare, 6th — dream travel, 7th — symbol of weakness, 8th — mantle of doubt*, 9th — weird.

  • Dreamform (Su): The witch can shift into a dream-like form, becoming partially real. As a standard action, she can gain 20% concealment for herself and her familiar a number of minutes equal to 3 + her witch level. These minutes do not have to be used consecutively but they must be used in one-minute increments.
  • Summon Nightmares (Sp): The witch can sacrifice a prepared Conjuration (summoning) spell to call forth hostile creatures from the ether of dreamstuff to attack her foes. This functions as the summon monster series of spells, except that the creature(s) summoned are quasi real, made out of dreamstuff, duplicating the effects of shadow conjuration, and the summoned creature(s) gain the terror creature template, and the summons last a number of rounds equal to the witch’s caster level. The level of summon monster spell is equal the prepared spell sacrificed. Against any creature who makes a Will save to disbelieve in the summons, the summon’s attacks deal only 20% damage and effects (including the terror creature’s fear effect) are only 20% likely to take effect when sacrificing a 1st- through 3rd level spell. This percentage improves to 40% when sacrificing a spell of 4th or 5th level, to 60% when sacrificing a spell of 6th or 7th level, and to 80% when sacrificing a spell of 8th level or higher.
  • Grand Hex Living Nightmare (Su): The witch can become the embodiment of onlookers’ worst nightmares. When she enters dreamform, 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, and she cannot enter dreamform again until she next prepares spells. The witch must have selected dreamform before selecting this hex.

Occult

Familiar—Ghostsight (Su): The familiar can peer into the ethereal for a number of rounds per day equal to the witch’s witch level as a free action. This allows it to see invisible or ethereal creatures, and to negate its miss chance against incorporeal creatures or those affected by effects that mimic the blink spell. At 7th level, the familiar can confer this ability to its master so long as they are touching.

Bonus Spells:  1st — detect undead, 2nd — command undead, 3rd — haunting choir*, 4th — black tentacles, 5th — call spirit*, 6th — speak with soul*, 7th — phantasmal revenge*, 8th — trap the soul, 9th — gate.

Patron Hexes

  • Spirit Ward (Su): The witch can ward herself from hostile actions of a spirit, such as haunts, phantoms or incorporeal undead. As an immediate action, if one of these attempts to make hostile actions against the witch, it must succeed in a Will save or be unable to advance upon the witch for a number of rounds equal to the witch’s level. If the witch makes a hostile action toward such a warded creature, it ends the warding effect immediately. After being affected by or saving against this hex, the spirit is immune to the hex for 24 hours.
  • Spirit Sense (Su): The witch can focus her senses into the spirit realm to sense the presence of an unseen spirit within 20 feet of her. This has the effect of blindsense, but it only applies to creatues of the outsider or undead types, and she shares this ability with her familiar. While it cannot locate or target a haunt, the witch is able to “see” the haunt to confirm its presence in the radius of her blindsense. The range of this ability increases to 30 feet at 7th level, and to 60 feet at 15th level.
  • Major Hex Influence Spirit (Su): The witch is able to reach out to a spirt and take control of its actions. This functions as the spell dominate person, except that it only works on spirit creatures, such as incorporeal undead or phantoms, and the witch can control a creature once affected for up to one minute per level unless the creature makes a Will save. This can be used to take control of a spiritualist’s phantom, but the spiritualist is entitled to make a caster level check versus the witch each round in attempt to regain control of the phantom. The witch can only control one such spirit at a time, and taking control of another spirit causes the effect to end immediately on a prior target.

Peace

Familiar—Peace Aura (Sp): Once per day, the familiar can grant the effects of sanctuary as a spell-like ability to itself and a creature it touches, treating the witch’s level as its caster level for determining its effects. Should the familiar lose contact with another warded creature before the duration of the Sanctuary expires, the effect ends for that creature immediately. It can use this ability an additional time per day at 7th and 15th levels.

Bonus Spells: 1st — sanctuary, 2nd — calm emotions, 3rd — wind wall, 4th — dismissal, 5th — serenity, 6th — word of recall, 7th — forcecage, 8th — euphoric tranquility, 9th —mage’s excellent enclosure.

Patron Hexes

  • Disarming Hex (Su): The first attempt any creature makes to attack the witch while she is warded by a sanctuary spell (her own, or her familiar’s ability) causes the creature to fumble and drop its weapon, unless it makes a Will save. Creatures using natural attacks simply lose their attack action for the round and cannot make an offensive action against the witch. Once a creature saves or has been affected by this hex, it cannot be affected again for 24-hours.
  • Divert Charge (Su): When a hostile creature advances within 5 feet of the witch — including advancement made by the charge action — the witch may, as an immediate action, force the creature to make a Will save or else be diverted from its path. A charging creature blinks out of existence once it reaches the square adjacent the witch, only to reappear and finish its charge 10 feet past the other side of the witch’s square (if that square is unoccupied, then advance the creature to the next farthest empty square in that same direction. A normally advancing creature suddenly finds itself shunted in empty square 10 feet away in a random direction from the witch, rather than closing on the witch’s square. The creature can make no further actions in this round, as the transportation leave it disoriented until its next turn. A creature who saves against or is affected by this hex becomes immune to the hex for 24 hours thereafter.
  • Major Hex Sanctuary Sphere (Su): The witch can put up a field of nonviolence in a 10 foot radius centered on her. Any creature attempting to directly attack the witch or an ally within the warded area, even with a targeted spell, must attempt a Will save. If the save succeeds, the creature can attack normally and is immune to this hex for 24 hours thereafter. If the save fails, the creature can’t follow through with the attack, that part of its action is lost, and it can’t directly attack a creature within the area of the sphere for the duration of the hex. Any attack or hostile action made by a creature warded by the sphere (including the witch) ends the hex immediately, but creatures within the sphere can perform harmless actions as normal.

Plague

Design Note: Great spells, great rating patron, almost NOTHING to do with plagues. All the undead themed spells and such were broken off to a separate Undeath patron (see below), and this one deals exclusively in suffering and disease.

†Familiar—Diseased Touch (Ex): Once per day, the familiar can inflict filth fever with its natural attacks for 1 round. At 10th level, the familiar can inflict red ache instead. At 20th level, it can inflict demon fever instead. The familiar may be able to inflict other injury diseases instead at the GM’s discretion. Alternately, if the witch is presently carrying a disease, the familiar may instead use this ability to transfer this disease as a touch attack in the same action as delivering a touch spell, resolving the effects of the spell before resolving the effects of the transmitted disease as normal.

Bonus Spells: 1st – ray of sickening*, 2 – contagion*, 3rd – sickening entanglement*, 4th – vitriolic mist*, 5th – insect plague*, 6th – epidemic*, 7th – creeping doom*, 8th – horrid wilting*, 9th – cursed earth*

Patron Hexes

  • Host Body (Ex) When the witch saves against a disease, she can choose to act as a host for that disease. She may show outward signs of the infection, such as boils or sores typical of the disease, but the witch takes no penalties for the disease. She can spread the disease as normal, or it can be spread by means of her familiar’s diseased touch. She can can carry a disease for a number of days equal to her Intelligence modifier, and she can only carry one such contagion at a time; if she chooses to host a disease while carrying another, the prior disease is lost. If targeted by an effect that cures disease while acting as a host, the witch suffers 1d6 damage as the disease is removed.
  • Transfer Malady (Su): The witch can bestow a disease she is currently infected with upon a living creature, regardless of the normal means of contracting the malady, unless the creature makes the save as appropriate for the disease being confered. Once another creature has been infected by this hex, the disease leaves the witch’s body.
  • Major Hex Infect Swarm (Su): The witch may take control over a single swarm of creatures tiny or smaller for a number of rounds equal to the witch’s level, unless the swarm makes a Will save. Once controlled, the swarm is also affected by a disease carried by the witch, if she is presently carrying one, and can infect those caught in the area of affect of the swarm. Controlling the swarm each round is a move action for the witch. This hex can be extended by the cackle hex.

Plant

Design Note: Literally the same spell list as Woodlands in core, as it is here, but gave a different fammiliar and set of hexes. Pick the set you like best.

Familiar—Verdant Familiar (Ex): the witch’s familiar gains visible plant-like traits, and gains a +1 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. This bonus increases by +1 every 4 levels to a maximum of +4 at 16th level. Further, the familiar is able to treat plant creatures as animals of its own kind for the purposes of speaking to these creatures.

Spellcasting: The witch loses the summon monster series of spells from the witch spell list, and gains the summon nature’s ally spells at the commensurate levels, however, she can only use these spells to summon plant creatures, as if she had the Summon Plant Ally feat.*

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.

Patron Hexes

  • Viny Sinew (Ex) The witch covers her body in thick vines; increasing her base natural armor bonus by +1. This bonus increases by an additional +1 every 4 levels after 1st to a total of +5 at 17th level.
  • Explosion of Growth (Sp) The witch may spontaneously cast plant growth by sacrificing a prepared spell of an equal or higher level. She may alternately use this ability to target a number of plant creatures equal to her Intelligence modifier, who are no more than 30 feet apart from each other, to grant her the benefits of enlarge person as if the creatures were humanoid by sacrificing a spell of 4th level or higher.
  • Major Hex Verdant Companion (Su): The witch gains a vine leshy as a cohort. This hex is treated as having the Leadership feat, except that the witch does not gain any additional attendants from this hex. The witch cannot take the Leadership feat if she selects this hex
  • Grand Hex Verdant 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.

Portents

Familiar—Danger Sense (Ex): The familiar has a keen sense of impending danger, gaining a bonus of +1 to Perception checks to avoid being surprised; this bonus increases by +1 for every 3 witch levels to a maximum of +6 at 18th level. At 7th level, the familiar can always act in a surprize round. So long as the familiar is touching the witch, she also gain the benefits of this ability.

Bonus Spells: 1st — ill omen, 2nd — locate object, 3rd — perfect placement*, 4th — hypercognition*, 5th — commune*, 6th — prophetic lore*, 7th — vision, 8th — moment of prescience, 9th — foresight.

Patron Hexes

  • One Step Ahead (Ex): The witch can focus on a target creature that she can see as an immediate action, and gain insight into its actions seconds ahead of it performing them. The targeted creature has a 25% chance for attacks against the witch to miss, and for other effects or hostile actions against the witch to fail. The witch has this benefit against the chosen creature for a number of rounds equal to her Intelligence modifier, after which she cannot use this hex on the same target in a 24-hour period.
  • Soothsayer (Su) 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 with the Psychic Maestro feat.
  • Major Hex Preternatural Foresight (Su): The witch’s precognitive abilities have grown stronger to read the intentions of any creature that threatens her. As a swift action, the witch gains the benefits of the one step ahead hex against any creature within a 10-foot radius, centered on her. She further has a percent chance to negate a critical hit or precision damage dealt by an attack from one of these creatures equal to her witch level. The witch can use this hex a number of rounds per day equal to her witch level; the rounds do not have to be used consecutively.
  • Grand Hex 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 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 of the divination spell), then this ability has no effect. For example, the witch could not penetrate a mind blank spell cast by a 16th level caster with a scrying spell (a 4th level spell for her); however, if she uses greater scrying or heightens the spell level of the scrying spell to 6th level, this hex can effect the ward. Wards and conditions that negate the functioning of magic — such as an antimagic field or a dead magic zone, still prevent the witch’s divination magic from functioning within as normal.

Protection

Familiar—Warding Shield (Su): As an immediate action, the familiar can project a shield-like ward that grants a shield bonus of +1. This bonus increases by +1 for every  four levels after 1st for a total of +5 at 17th level. If the familiar is touching the witch when he projects this shield, it also grants the witch this shield bonus. The familiar can use this ability for a number of rounds equal to the the witch’s Intelligence modifier; these rounds do not need to be used consecutively but must be used in one-round increments.

Bonus Spell: 1st — sanctuary, 2nd — resist energy, 3rd — wrathful mantle, 4th — stoneskin, 5th — interposing hand, 6th — forbiddance, 7th — greater spell immunity, 8th — prismatic wall, 9th — freedom.

Patron Hexes

  • Deny Aggression (Su): When a creature within 30 feet of the witch would hit the witch or another creature adjacent to her with an attack roll, as an immediate action the witch can force the creature to make a Will save, else be unable to make the attack and lose the action they used to make the attack.
  • Spontaneous Warding (Su) 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. A given ally can only be protected in this fashion once in a 24-hour period.
  • Major Hex Warded Soul (Su): When preparing spells for the day the witch may designate a single creature to protect it against death. The first time the targeted creature would drop below 0 hit points, so long as the creature is within 100 feet of the witch, it regains a number of hit points equal to twice the witch’s level plus her Intelligence modifier. If this healing leaves the creature with positive hit points, it also ignores any effects of the attack that triggered the ward.

Recovery

Familiar—Refreshing Touch (Su): The familiar can remove the effects of fatigue with a touch. At 7th level, it can also remove the effects of exhaustion. At 13th level, it can also remove the effects of hunger and thirst. At 19th level, the touch can also remove 1d4 points of energy damage from one single ability score. The familiar can use this ability a number of times per day equal to 3 + the witch’s Intelligence modifier, but this touch can only affect the same creature once in a 24-hour period.

Bonus Spells: 1st — liberating command, 2nd — remove paralysis, 3rd — sacred bond, 4th — freedom of movement, 5th — breath of life*, 6th — joyful rapture*, 7th — restoration (greater)*, 8th — protection from spells, 9th — mass heal.

Patron Hexes

  • Rousing Hex (Su): The witch can remove the dazed, fascinated, or sleeping conditions from a target creature whom she can see. At 7th level she can also remove the staggered or stunned conditions. The same creature can only benefit once per day from this hex.
  • Contingent Recovery (Su): The witch can touch a creature to grant a powerful restorative ward that lasts a number of hours equal to the witch’s level. For the duration of the hex, should the creature be reduced below 0 hit points unconscious or dying, the creature is restored to a number of hit points equal to 1 + the witch’s level. Once the hex has been triggered, it ends instantly. She can ward a number of creatures this way per day equal to her Intelligence modifier, and a creature can only be warded by this hex once in a 24-hour period.
  • Major Hex Contingent Restoration (Su): The witch can touch a creature to grant it a powerful restorative ward; should the creature be subjected to the effects of exhaustion, fatigue, ability damage or temporary negative levels, this hex can be triggered as a standard action that does not draw attacks of opportunity to restore the creature as if restoration had been cast upon it. The witch does not have to be within line of sight or line of effect of the creature. If the material component required for the restoration effect would be over 100gp, the creature must either have this component on its person, or else the witch must accept a temporary negative level; this negative level cannot be removed by any means until the witch next prepares her spells. Once the hex has been triggered, it ends instantly. This contingent ward lasts for a number of hours equal to the witch’s level. She can use this hex a number of times per day equal to her Intelligence modifier, and a creature can only benefit from this hex once in a 24-hour period. The witch must have selected contingent recovery before selecting this hex.
  • Grand Hex Contingent Revival (Su): The witch can touch a creature (including herself) to grant it a ward against death for a number of hours equal to the witch’s level. Should the creature be slain while this hex is active upon it, the hex triggers one minute later to revive the creature , as if raise dead were cast upon the creature. The witch does not have to be in line of sight or line of effect of the creature. The creature must either have the material component for the spell on its person, or else the witch has to accept two temporary negative levels (or one additional, if she is the one who received the contingent resurrection), which cannot be removed until she next prepares her spells. Once this hex is triggered, the hex ends instantly. The witch cannot have more than one creature at a time warded by this hex, and the same creature can not be warded by this hex more than once per week. The witch must have selected contingent restoration before selecting this hex.

Repose††

Design Note: Really, there should be a counterpart to two death and undeath themed patrons. White witches do exist.

Familiar—Bane of Undeath (Su): The familiar’s can deal 1d6 positive energy damage to undead with a successful touch attack. At 7th level this increases to 2d6, and at 15th it increases to 3d6. It can use this ability a number of times per day equal to 3 + the witch’s Intelligence modifier. This touch can only be used to damage undead; it cannot be used to heal the living. It can deliver a touch spell in the same action as this touch ability, resolving the effects of the spell after those of this ability.

Bonus Spells: 1st – sanctify corpse; 2nd – consecrate; 3rd – searing light; 4th – death ward; 5th – hasten judgment, 6th – undeath to death, 7th – disintegrate, 8th – holy aura, 9th – true resurrection

Patron Hexes

  • Funeral Pyre (Su) The witch can set a non-animated corpse on fire, rendering it to ash and unable to be raised as undead after 1 round. Against an undead creature, this hex can deal a number of points of damage equal to the witch’s Intelligence bonus for one round unless the creatue makes a Fort save. This hex can be extended with the cackle hex.
  • Sanction Undeath (Su) As an immediate action, if an undead creature approaches within 5 feet of the witch, the witch can force the creature to end its movement. Mindless undead do not get a saving throw, but intelligent undead are granted a Will save against this effect. Once affected, the undead creature cannot take a standard action in this same round, or another movement action except to move in an opposite direction as the witch or take the withdrawal action.
  • Major Hex Suppress Death (Su): 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 of 6th level or lower with the death descriptor, that deal negative energy damage, or impose negative levels.
  • Grand Hex Bane of the Dead (Su): The witch gains immunity to negative energy damage, and undead will refuse to approach within 30 feet of, or attack the witch unless they are being controlled and the controller succeeds in a caster level check versus the witch’s caster level check.

Revenge

Familiar—Vengeful Bond (Ex): Whenever the witch is attacked by a creature the familar is adjacent to, it can make an attack of opportunity against the creature as an immediate action. If the familiar is holding the charge for the witch’s touch spell, it can use this free melee attack to deliver the touch spell. At 7th level, this becomes a reciprocal ability and the witch can make an attack of opportunity against an adjacent creature that attacks the witch’s familiar.

Bonus Spells: 1st — murderous command*, 2nd — brand of hobbling*, 3rd — retribution*, 4th — shared wrath*, 5th — denounce*, 6th — vengeful outrage, 7th — phantasmal revenge, 8th — incendiary cloud, 9th — winds of vengeance.

Patron Hexes

  • Biteback Hex (Su): As an immediate action, when a creature hits the witch with an attack action that would do damage equal to her hit dice or more, she can cause the creature to suffer an equal amount of damage of the same damage type as dealt by the creature unless it makes a Fortitude save for half damage. The effects of this hex are resolved before the results of the creature’s attack action.
  • Voice of Doom (Su): The witch can target a creature with a hex of inevitable doom, dealing 1d4 points of sonic damage + 1 for every 2 witch levels. The creature must also make a Will save or be shaken for a number of rounds equal to the witch’s Intelligence modifier; if the creature saves, it is only shaken for one round. The witch can use this hex a number of times per day equal to her Intelligence modifier.
  • Major Hex Final Curse (Su): As an immediate action, when a creature hits the witch with an attack action that would reduce her to 0 hit points or less, the creature will suffer the effects of a single harmful spell prepared by the witch as a retributive attack. The effects of this spell are resolved after resolving the results of the attack. If the witch is incapacitated or helpless when the attack is made, but her familiar is not, then the effects of the spell can still be resolved by her familiar as proxy, using the familiar’s line of sight and line of effect. If both witch and familiar are incapacitated, or the familiar is not present, this hex has no effect.
  • Grand Hex Undying Vengeance (Su): When the witch is killed by another sentient being, whether the death was accidental or deliberate, the witch arises as a revenant one minute after she is slain, and she immediately seeks out her killer. If the witch’s killer is already dead, this hex has no effect, and if the witch is revived before the minute has elapsed, this hex also has no effect. There are no ability score requirements for the witch as there are for naturally-occurring revenants, but a mostly intact corpse must remain. Treat the witch as a revenant per the creature description with the same alignment and hit dice as the witch, and with the wizard creature template, possessing the spell list and spells known of the witch. The witch-revenant can track her killer until she destroys the killer, or until 1d4+2 months pass, at which time the restless spirit leaves her body crumbles and her spirit finally rests. Once this hex takes effect, only a true resurrection, miracle or wish can restore the witch back to life.

Rot

Familiar—Corroding Touch (Su): A number of times equal to 3 + the witch’s Intelligence modifier, the familiar can touch an item as a standard action and deal 1d4 points of damage that bypasses hardness of any mundane (including masterwork) objects of animal or vegetable material or metal, except special metals such as mithral or adamantine. If the item is attended the familiar must make a melee touch attack against the holder, and if the familiar hits, the holder makes a Reflex save against a DC of (10 + the familiar’s HD + its Dexterity modifier) to avoid damage to the object.

Bonus Spells: 1st — corrosive touch*, 2nd — acid arrow*, 3rd — fungal infestation, 4th — rusting grasp*, 5th — transmute rock to mud*, 6th — acid fod*, 7th — creeping doom, 8th — horrid wilting, 9th — cursed earth.

Patron Hexes

  • Usher Decay (Su): The witch can use her cackle hex to extend the continuous damage dealt upon a creature by a spell of 2nd level or less if the effect was cast upon the creature by the witch. For each round beyond the original duration the spell is cackled, the creatue is entitled a Fort save against this hex to remove the continual damage effect. At 7th level, the witch can cackle the continuous damage of a spell that’s 4th level or less.
  • Deteriorating Hex (Su): By expending a spell slot and touching an object or contruct, the witch deals 1d6 damage per spell level to the touched object. This damage ignores hardness unless the object is magical. Against a construct or attended object, the witch must succeed in a melee touch attack to touch the object, and a creature holding an attended object is granted a Reflex save to avoid the item being touched. The item or construct touched is immune for 24 hours once affected or saved against this hex.

Seasons

Design Note: The season witch archetype was poorly written, with unclear mechanics as to what exactly you give up, and hexes that made no sense in some cases. While I appreciate the effort that Paizo made to try and shoehorn the four elements each into its own season of relevance, it only works that way in a narrow subset of pagan astrology that is neither relevant in Golarion (that I’m aware of), or Forgotten Realms. This set of patrons both reworks the season patrons, and replaces entirely the Season Witch archetype.

Season witches gain their power from the cyclical and mystical exchange of energy passed from one season of nature to another. The seasons are an ancient and well respected source of power; spring brings new life, summer allows bountiful growth, fall causes the world to wither, and winter brings an end or dormancy to life when needed. Transitory and vast, channeling the power of the seasons is among the most common practices of a witch. Often, season witches carry grudges against their counterparts of other seasons, many believing that the season prior to theirs is inferior, and the season that replaces theirs is an usurper, but at other times season witches work together, understanding that all are a part of the cycle of the natural world.

Season Focus: During the patron’s season, the DCs of the witch’s bonus spells are raised by 1; for spells which don’t have a save DC, they are cast at an effective caster level of +1. However, during the season that opposes her chosen season (autumn opposes spring, summer opposes winter), her bonus spells suffer a penalty of -2 to the DC, or -2 caster level for spells without a save DC. In addition, she gains a choice of bonus hex based on her season, as detailed below.

Autumn

Familiar—Defoliating Aura (Su): For a number of rounds equal to the witch’s witch level as a swift action, the familiar can exude an aura of energy in a 5-foot radius that causes plant growth to shrink and wither. This has no effect on living creatures, but it does on both normal and magically manipulated plant life. Against normal plant life, the effect is permanent; against magically manipulated growth, like that of an entangle spell, it supresses the manipulated growth within the area of effect of the aura. If the duration of the manipulation effect persists after the aura is lowered, or passes from that space, the growth resumes one round thereafter. These rounds do not have to be used consecutively, but they do have to be used in one-round increments.

Bonus Spells: 1st — ray of enfeeblement, 2nd — create pit, 3rd — diminish plants*, 4th — explosion of rot*, 5th — life blast*, 6th — acid fog, 7th — destruction*, 8th — horrid wilting, 9th — energy drain.

Patron Hexes

  • Bonus Hex: Autumn is a season of harvest, but also of withering in hereld to the harshness of winter. The witch gains either Blight or Witch’s Bounty at first level as a bonus hex.
  • Cloak of Leaves (Su): The witch can surround herself in a swirling cloud of autumn colored leaves in a 5 foot radius around her, granting her 20% concealment that is not negated by see invisiblity, true seeing or the like. Anyone who is within the radius of the cloud of leaves can see and effect the witch as normal, and anyone who is outside the cloud of leaves gains the same concealment against anyone within the cloud, except for the witch, who can see anything outside the cloud as normal. This effect lasts for a number of rounds equal to her witch level, which must be used in one-round incrrements.
  • Nature’s Course (Su): The witch accelerates the erosion of a construct, structure or nonmagical object within 30 feet. This erosion deals 1d6 points of damage per 2 witch levels, ignoring hardness and damage reduction. If used against a construct or an object in another creature’s possession, the construct or the creature possessing the object can attempt a Fortitude saving throw to halve the damage. Once an object or a construct is damaged by this erosion, it cannot be the target of this hex again for 24 hours.
  • Major Hex Autumn’s Wilting (Su): The witch can touch a creature and cause its strength to wither; if it fails a Fort save it suffers one point of Strength damage, and each additional round it must make another Fort save or suffer an additional point of Strength damage. This persists until the creature either makes its Fort save, has suffered a number of points Strength damage equal to the witch’s Intelligence modifier, or the creature’s Strength score reaches 0, and it becomes helpless.

Spring

Familiar—Vibrant Growth (Sp): The familiar can cast entangle as a spell-like ability once per day. At 8th level, it can alternately cast plant growth and it gets an additional use per day of this ability. It gains a third use of this ability at 15th level.

Bonus Spells: 1st — feather fall, 2nd — sickening entanglement*, 3rd — pup shape, 4th — thirsting entanglement*, 5th — awaken*, 6th — chain lightning*, 7th — animate plants*, 8th — stormbolts, 9th — true resurrection*. (time stop, wtf??)

Patron Hexes

  • Bonus Hex: Spring is the season of growth and renewal, and of vigor for life. The witch gains either Ameliorating or Healing as a bonus hex at 1st level.
  • Spring’s Embrace (Su) The witch is filled with the essence of new life and fresh growth and hex grants her with an ability to heal her 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.
  • Spring’s Youthful Vigor (Ex): The witch no longer ages and cannot be magically aged, though she will still die when she reaches her maximum lifespan, and her maximum lifespan doubles.
  • Major Hex Constricting Entanglement (Su): Once per day, a cast by the witch that inflict the entangled condition also constrict an affected creature, dealing 1d4 points of bludgeoning damage each time the creature fails a save against the entangled effect. At 8th level, the witch can use this hex twice per day, and the constricting damage increases to 1d6. At 15th level, she can use this hex three times per day and the constricting damage increases to 1d8.

Summer

Familiar—Heatstroke (Su): As a standard action, a number of times per day equal to 3 + the witch’s Intelligence modifier, the familiar’s touch can bring on the fatigue of a midsummer sun. If a creature touched fails a Fort save against a DC equal to (10 + half the witch’s level + the witch’s Intelligence modifier), it becomes fatigued; this has no affect on a creature that is already fatigued. At 7th level, a second touch on a fatigued creature can make the creature exhausted if it fails a Fort save against the same DC. Once a creature has saved against this touch, it is immune for a 24-hour period. Creatures that are resistant to extreme climate, such as being affected by endure elements, are also immune to this ability. The familiar can deliver a touch spell in the same action as this ability, deilvering the spell after resolving the effects of this ability.

Bonus Spells: 1st — goodberry, 2nd — flaming sphere, 3rd — heatstroke, 4th — greater flaming sphere, 5th — wall of fire, 6th — heroes’ feast*, 7th — waves of exhaustion, 8th — sunburst, 9th — fiery body.

Patron Hexes

  • Bonus Hex: Summer is the season that brings the full heat of the sun to the face of the world as well as the bounty of spring’s growth. The witch gains either Fortune or Summer’s Heat as a bonus hex at first level.
  • Midsummer Light (Su): The witch can exude a glow like that of a light spell at will as a swift action; she can lower this aura at will as a free action. A number of times per day equal to her witch level, as an immediate action, she can intensify the glow, dazzling any creature that is light sensitive within her aura for a number of rounds equal to her Intelligence modifier unless it makes a Fortitude save.
  • Summer’s Warmth (Su): The witch channesl the bounty of midsummer, and can exude an aura which aids her allies. While this aura is active, an ally which begins its turn within a 5-foot radius the witch gains temporary hit points equal to the witch’s Intelligence modifier until the beginning of its next turn. The witch can raise and lower this aura as a free action, for a total number of rounds equal to her witch level; these rounds do not have to be used consecutively, but must be used in one-round increments.
  • Major Hex Summer’s Wrath (Su): Fire damage dealt by one of the witch’s patron spells sets an affected creature(s) on fire if it fails the initial save, for a number of rounds equal to the witch’s Intelligence modifier. Standard rules for catching fire apply to each creature affected for how to remove the continuous damage.

Winter

Familiar—Chilling Touch (Sp): the witch’s familiar has the ability to cast Chill Touch once per day at a sorcerer level equal to the witch’s; it can use this an additional time per day at 7th and 15th levels. While the familiar is holding charges of this spell, it can not deliver other touch spells for the witch; delivering one of the witch’s touch spells effectively ends this one.

Bonus Spells: 1st — unshakable chill, 2nd — frigid touch, 3rd — ice storm, 4th — wall of ice, 5th — cone of cold, 6th — freezing sphere, 7th — ice body*, 8th — polar ray, 9th — polar midnight.

Patron Hexes

  • Bonus Hex: Winter is the time when the world is fallow, and creatures seek to hibernate in the safety of their dens. The witch gains either Slumber or Ward as a bonus hex at first level.
  • Flash Freeze (Su): The witch can partly freeze a creature, leaving it staggered for one round unless it makes a Fortitude save. This hex can be extended by the cackle hex.
  • Hibernation (Sp): The witch can place a willing creature (including herself) into a cataleptic state, which is indentical to the effects of the hibernate spell for a number of minutes per day equal to the witch’s level. These minutes do not have to be used consecutively, but must be used in one-minute increments. At 7th level, when an affected creature is roused from this hibernation, any fatigue or sickened effects are removed, and exhausted or nauseated conditions become fatigue or sickened (a second application of this hex will not further reduce the conditions). At 11th level, when an affected creature is roused after at least 8 minutes of hibernation, any of the aforementioned conditions, as well as poison, disease or bleed effects are removed, and the creature regains hit points as if it had 8 full hours of rest.
  • Major Hex Dead of Winter (Su): Cold damage dealt by one of the witch’s patron spells can leave an affected creature briefly frozen solid, staggering it for one round unless an affected creature makes a Fortitude save against the witch’s hex DC.

Shadow

Familiar—Fearsome Shadow (Sp): Once per day, the familiar can use cause fear as a spell-like ability as long as it is in an area of normal or dim light, affecting a single living creature with a number of Hit Dice up to the familiar’s Intelligence score. Thus, creatures normally immune to cause fear because they have 6 or more Hit Dice may not be immune to the familiar’s cause fear spell-like ability.

Bonus Spells: 1st — shadow trap*, 2nd — darkness, 3rd — deeper darkness, 4th — shadow conjuration, 5th — shadow evocation, 6th — shadow walk, 7th — shadow conjuration (greater), 8th — hungry darkness*, 9th — shades.

  • Eyeblot (Su): The witch can cause a living creature’s eyes to cloud with darkness for a number of rounds equal to the witch’s level, making it treat all other creatures if they had concealment (20% miss chance) against the effected creature. The creature can make a Will save to negate this effect; a creature that uses other abilities to see (such as blindsight) or has the see in darkness ability is not subjected to the concealment effect. This hex can be extended by the cackle hex.
  • Shadow Shift (Su): The witch can teleport adjacent to her companion’s or vice versa, as if by the dimension door spell. Both the witch and familiar must be in dim light or darkness and within 60 feet of each other for the ability to work. If there are no safe squares adjacent to the target, then this hex has no effect. The witch or familiar can transport this way up mutliple times, so long as their combined distance traveled per day is 60 feet or less. The distance this ability can be used increases by 10 feet for every 3 levels the witch possesses.
  • [Major Hex] Cloak of Night (Su): 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.

Space

Familiar—Portal Jumper (Su): With a move action, the familiar can transport itself to the witch, as if using the dimension door spell, so long as can see the witch. It can use this ability for any number of jumps, up to a total distance per day of 30 feet, increasing by an additional 10 feet per day at 3rd level and every two witch levels thereafter.

Bonus Spells: 1st — mirror strike, 2nd — twisted space, 3rd — blink, 4th — dimension door, 5th — hostile juxtaposition, 6th — repulsion, 7th — walk through space, 8th — bilocation, 9th — teleportation circle.

Bonus Hexes

  • Dimensional Adaptation (Ex): The witch easily acclimates to the effects of dimensional travel where others don’t; she gains Dimensional Agility as a bonus feat. At 11th level, her familiar also gains this bonus feat. The witch must be able to cast dimension door before selecting this hex.
  • Dimensional Backlash (Su): When the witch uses a teleportation effect, she can expend a swift action to leave behind a turbulent resonance that buffets any creature adjacent to the square from where she teleported from. This is treated as the gust of wind spell for the affected creatures. At 11th level, creatures are treated as one size smaller for purposes of determining the effects of this hex.
  • Major Hex Dimensional Swiftness (Su): Once per day, the witch can expend a swift action to cast a teleportation spell as a move action. She can do this an additional time per day at 14th level, and again at 18th level

Spirits

Familiar—Shared Spirit (Su): the witch’s familiar is, at least in part, made of spirit essence, tied to the witch’s own and manifests from it. As a move action, the familiar can merge with the witch’s physical form as it joins its spirit with the witch’s. It can do this at will. While so melded, the familiar does not count as a creature separate from the witch. It continues to grant its special familiar bonus while melded, but otherwise has no abilities and can take no actions except to separate from the witch as another move action. If the familiar has a skill with more ranks than the witch, while melded, the witch can use the familiar’s ranks in that skill once per day in place of the her own; she can do this an additional time per day every 4 levels after 1st.

Bonus Spells: 1st — ghostbane dirge, 2nd — invisibility, 3rd — speak with dead, 4th — spiritual ally, 5th — mass ghostbane dirge, 6th — shadow walk, 7th — ethereal jaunt*, 8th — planar ally (greater), 9th — etherealness.

Patron Hexes

  • Ectoplasmic Aptitude (Su): The witch can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic Spell metamagic feat as a bonus feat. As an immediate action a number of times per day equal to her Intelligence modifier, the witch can apply the Ectoplasmic Spell feat to any spell she is casting without increasing its spell level.
  • Shared Subconscious (Su): The witch can temporarily link her subconscious to that of an intelligent undead creature in order to gain preternatural knowledge. As a swift action she can target the creature within 100 feet and attempt any trained Knowledge check. If the target has ranks in the same Knowledge skill, it also attempts the Knowledge check (if it doesn’t have ranks, this effect fails). If the target’s result is higher than the witch, the witch may use the linked creature’s result instead of her own, learning any information the undead creature has about the subject in question. Once the Knowledge check is completed, the effect ends, and the targeted creature is immune to this hex for 24 hours.
  • Grand Hex Soul Walker (Su): The witch can drift into and out of the spirit world, becoming incorporeal for 1 minute per class level. When she does so, the witch gains the incorporeal subtype, taking only half damage from corporeal magical attacks and no damage from non-magical weapons and objects. Her spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration of this ability need not be continuous, but it must be used in 1-minute increments.

Stars

Design Note: The stars patron was obviously written from Golarion perspective, where dreams and stars are one in the same and under the same deity. As this is not the case with Forgotten realms, dreams was broken off as a separate patron, above, and the stars patron as presented focuses on the stars, astrology and navigation.

Familiar—Navigator (Su or Sp): The familiar gains ranks in Survival equal to 1/2 the witch’s level, and this is always a class skill for the familiar. It can always tell true north and the direction of travel, as if continually under the effect of know direction, and it conveys this to the witch when touching her. At 11th level, it can use find the path once per day as a spell-like ability.

Bonus Spells: 1st — faerie fire, 2nd — dust of twilight, 3rd — skyshroud*, 4th — missile storm, lesser*, 5th — beguiling stars*, 6th — blanket of stars*, 7th — crown of stars*, 8th — discern location*, 9th — polar midnight*.

Patron Hexes

  • Astrological Reading (Su): The witch gains a bonus to Profession (astrologer) checks equal to 1/2 her level and always treats this as a class skill. She also gains a set of star charts for her locale. The witch may also perform an astrological reading for a willing creature (including herself). As a result, the recipient of the reading gains a luck bonus to a single d20 roll of +1 for every ten points of the check result. The creature can declare to apply the bonus after it makes its die roll, but before the results are revealed. For example, if the witch rolls a 27 for her skill check, the recipient would gain a +2 bonus. Each reading takes a number of minutes equal to the bonus gained by the reading, and the bonus is lost if not used within a 24-hour period. The witch can perform this hex a number of times per day equal to 3 + her Intelligence modifier.
  • Power from the Stars (Su) So long as she is under the canopy of the stars, the witch gains a +1 bonus the DC of her patron spells; if the spell isn’t one that grants a saving throw, it is instead cast at +1 caster level. This hex only functions when she is in view of, or in the light of, the starry sky (see the skyshroud spell).
  • Major Hex Starlit Recovery (Su): The witch can grant fast healing 4 to a creature touched (or herself). She has to be beneath the canopy of a starlit sky to use this hex, and a creature affected by this hex is dazzled for the duration of the fast healing as it is bathed in beams of starlight. The fast healing lasts for a number of rounds equal to the witch’s Intelligence modifier. She can use this ability a number of times per day equal to 3 + her intelligence modifier.

Storms

Familiar—Stormspun (Su): Once per day, the familiar can use gust of wind as a spell-like ability. It gains another use per day at 7th and 15th levels. At 9th level, it can alternately use this ability for the effects of blast of wind.

Bonus Spells: 1st — obscuring mist, 2nd — fog cloud, 3rd — call lightning, 4th — ice storm, 5th — call lightning storm, 6th — air walk, 7th — control weather, 8th — whirlwind, 9th — storm of vengeance.

Patron Hexes

  • Stormsight (Su) The witch and her familiar can see through precipitation, fog, and mist as normal, including such effects created by spells.
  • 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 level. The rounds need not be used consecutively, but must be used in one-round increments.
  • Major Hex Severe Storms (Su) Whenever the witch casts call lightning or call lightning storm, The bolts of lightning also deal 2d6 sonic damage; as with the electrical damage, the sonic damage is halved on a successful saving throw.
  • Grand Hex Form of the Storm (Ex or Sp)The witch and her familiar become immune to electricity and sonic energy. Further, the witch can ride the lightning as per the spell, using her witch level as the effective level of the spell. When she uses this ability, she can opt to have her familiar merge into her storm form to take the familiar with her. This hex is usable at-will for a total number of rounds per day equal to the witch’s level. The rounds need not be consecutive, but must be used in one-round increments.

Strength

Familiar—Strength of Mind (Su): A number of times per day equal to its master’s Intelligence modifier (minimum once per day), the familiar can swap its Strength and Intelligence scores as a standard action. This effect lasts for a number of rounds equal to half the master’s caster level.

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, 8th — giant form II, 9th — iron body*.

Patron Hexes

  • Dull Brute (Su): The witch can subject a penalty to a creature’s Intelligence score equal to her Intelligence modifier, and grant the same amount as bonus to the creature’s Strength score for a number of rounds equal to the witch’s Intelligence modifier. If the penalty would reduce the creature’s Intelligence below 3, then the penalty and bonus are both reduced to the amount that reduces the Intelligence to 3. Creatures that already have an Intelligence score of 3 or lower are immune to this hex. An unwilling creature is allowed a Will save to negate its effects.
  • Major Hex Mental Fortitude (Ex): If the witch succeeds in a Will saving throw against an effect that has a reduced effect on a successful save, she instead avoids the effect entirely; she does not gain this benefit if she is helpless. Her familiar also gains the benefit of this hex.

Thorns

Familiar—Thorny Armor (Su): As an immediate action, the familiar can surround itself in an armor of sharp thorns. This gives the familiar an armor bonus of +1, which increases by +1 for every five witch levels to a maximum of +5 at 20th level. In addition, anyone striking the familiar in melee with a natural attack or a manufactured weapon without reach suffers 1d4 of piercing damage. This ability is usable for a number of rounds per day equal to the witch’s Intelligence bonus; these do not have to be used consecutively but must be used in one-round increments.

Spellcasting: The witch loses the summon monster series of spells from the witch spell list, and gains the summon nature’s ally spells at the commensurate levels, however, she can only use these spells to summon plant creatures, as if she had the Summon Plant Ally feat.

Bonus Spells: 1st — thorn javelin, 2nd — wrath, 3rd — thorny entanglement, 4th — thorn body, 5th — wall of thorns, 6th — jatembe’s ire*, 7th — seige of trees*, 8th — mage’s sword (as a large swath of razorvine), 9th — wooden phalanx.

Patron Hexes

  • Greensight (Su): The witch can see through thick plant matter as though it were transparent with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the witch’s sight, though solid wood still blocks its line of sight.
  • Viny Sinew (Ex) The witch covers her body in thick vines; increasing her base natural armor bonus by +1. This bonus increases by an additional +1 every 4 levels after 1st to a total of +5 at 17th level.
  • Major Hex Verdant Champion (Su): The witch gains a thorn leshy as a cohort; a thorn leshy is a vine leshy that is comprised of thorny vines, and rather than change shape and verdant burst, it has two slam attacks that deal 1d4 bludgeoning and piercing, and its thorny barbs can damage any creature that attacks it with a melee attack for 1d4 points of piercing damage. This hex is treated as having the Leadership feat, except that the witch does not gain any additional attendants from this hex. The witch cannot take the Leadership feat if she selects this hex.
  • Grand Hex Army of the Woodlands (Sp) Once per day, when casting wooden phalanx, the witch can double the resulting number of wood golems.

Time

Familiar—Timey-Wimey (Sp): Once per day, the familiar can deliver the effects of haste or slow upon a single touched creature as a spell-like ability, treating the witch’s witch level as the caster level for this effect. It can use this ability an additional time per day at 7th and 15th level.

Bonus Spells: 1st — deja vu*, 2nd — anticipate thoughts*, 3rd — haste, 4th — threefold aspect, 5th — teleport, 6th — disintegrate, 7th — expend, 8th — temporal stasis, 9th — time stop

Patron Hexes

  • 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. This movement does not provoke attacks of opportunity. An unwilling creature may make a Will saving throw to prevent this movement. If the target would be put into a dangerous area it gains a +5 bonus on the saving throw.
  • Temporal Celerity (Su): A witch who selects this hex adds her Intelligence as well as her Dexterity to her initiative rolls, at 7th level, she can always act in the surprise round, but if she was taken by surprise, she goes last in the surprise round, regardless of her initiative result.
  • 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.
  • Grand Hex Mastery Over Time (Su): The witch automatically remove the effects any one spell that affects age, time or speed of 6th level or lower from a target creature if she makes a successful caster level check against the caster level of the effect. Additionally, once per day, she may temporarily stop time for a target; the target must make a Will save or be frozen in time. This is like the time stop spell, except that it only affects the targeted creature; the effect persists so long as the witch uses a swift action on her turn to maintain the effect, up to a number of turns equal to her Intelligence bonus, with the creature able to make an additional Will saving throw each round to end the effect. She may alternately use this once per day 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.

 

Transformation

Familiar—Shapechanging Familiar (Su): The familiar is able to transform itself as a standard action. For a number of minutes per day equal to the witch’s witch level, the familiar can alter its form to that of different creature of its type and size. The duration doubles at 7th level, and triples at 15th level. This duration need not be consecutive, but it must be used in 1 minute increments. For instance, a cat familiar could change into any Tiny animal. This effect is equivalent to the beast shape I spell with the additional limitations above.

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, 8th — form of the dragon II, 9th — shapechange.

Patron Hexes

  • Malleable Familar (Su): The witch can target her familiar with any spell that affects creatures other than the familiar’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 eidolon’s list of evolutions.
  • Quick Change (Su): Once per day, the witch can expend a swift action to cast a spell of the Transmutation school with a standard casting time as a move action. She may do this an additional time per day at 7th, 13th, and 19th levels.
  • Major Hex Enduring Alteration (Su): The witch can expend a swift action to cast transmutation spell on herself and double its duration, as if prepared with the Extend Spell feat, without altering the spell’s level or casting time.

Trickery

Familiar—Familiar’s Illusions (Sp): The familiar has a mischievous predilection toward simple illusions. Once per day, the familiar can use a 0-level illusion spell on its master’s spell list as a spell-like ability. At 7th level, it can also use a 1st-level illusion spell on its master’s spell list once per day. At 15th level, it can also use a 2nd-level illusion spell on its master’s spell list once per day.

Bonus Spells: 1st — animate rope, 2nd — mirror image, 3rd — major image, 4th — instant fake*, 5th — false vision*, 6th — mislead, 7th — reverse gravity, 8th — screen, 9th — time stop.

Patron Hexes

  • Busking Partner (Ex): The witch’s patron has gifted her familiar with an uncanny talent for larceny. The familiar gains Sleight of Hand as a class skill, and a bonus to this skill equal to half the witch’s level. This does not grant the familiar any extraordinary manipulative ability, however, beyond that offered by the anatomy of a normal creature of its species.
  • Spell Tricks (Su): The witch gains mage hand and prestidigitation on her spell list and as spells known on her familiar. At 3rd level, she can perform spell tricks with either of these cantrips as detailed in the Magic Trick feat, provided she has the prerequisites of each trick.
  • Major Hex Split Images (Su): As a swift action when  the witch casts mirror image, she can augment the spell such that when one of the images is hit by an attack, instead of being instantly destroyed, it will once split into two images before one of the images vanishes. This translates to each image having only a 50% chance of being destroyed when it is hit. The witch can augment her spell this way a number of times equal to her Intelligence modifier.

Undeath††

Design Note: Removed from plague to its own patron theme here, and with patron hexes that don’t actually make it dangerous for the witch to use her bonus spells.

Familiar—Deathless Familiar (Su): The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy, and it gets a +1 bonus to death effects and effects which cause energy drain; this bonus increases by +1 at 6th level, and every 5 levels thereafter for a maximum bonus of +4 at 17th level.

Bonus 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.

  • Death Herder (Su): The witch can enslave undead creatures within 30 feet of her a number of times per day equal to 3 + her Charisma modifier (minimum 1). Any undead in this area of the witch’s hit dice or less must make a Will save or else fall under the witch’s control. This control is effectively permanent, however intelligent undead are entitled to another Will save each day. Once a particular undead creature has been affected or saved against this hex, it is immune to being controlled again by the witch.
  • Death Touch (Su): As a standard action, the witch can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 levels. She can instead touch an undead creature to heal it of the same amount of damage. She can use this ability a number of times per day equal to 3 + her Intelligence modifier, and she can deliver this as a touch through her familiar instead of a touch spell.
  • Major Hex Undead Army (Su): The number of hit dice worth of undead that the witch can create with the create undead spell is doubled to 8 HD per witch caster level for one hour. After the hour has elapsed the any excess hit dice worth of undead that she loses control of fall inert and dead once more.
  • Grand Hex Deathless (Su): The witch and her familiar gain negative energy resistance 10. The witch further gains a +4 bonus to saves against death effects and effects which cause energy drain. The witch also takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels than she has Hit Dice. After resting, all negative levels affecting the are removed without requiring her to succeed at additional saving throw.

Vengeance

Same as Revenge; it was one freaking spell difference.

Water

Familiar—Amphibious Familiar (Su): The familiar can breathe water for a number of hours per day equal to half its master’s witch level. These hours need not be consecutive, but they must be spent in 1-hour intervals. If the familiar can already breathe water, it can breathe air for the same duration. At 7th level, the familiar gains a swim speed of 30 feet (or a land speed of 30 feet if it already has a swim speed) while using this ability. At 15th level, the familiar can move through water as though under the effects of freedom of movement while using this ability.

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), 8th — seamantle, 9th — tsunami.

Patron hexes

  • Born by the Water (Ex) 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 they must be expended in one-hour increments.
  • Curse of Seasickness (Su): the witch may target a non-aquatic or water subtype creature and make her feel immense seasickness. For the next 24 hours, the target must make a Fort save while on a boat or in water or be sickened for up to 1 minute per witch level, or until the creature is no longer waterborne, and for 1 minute thereafter. If the sickness is removed by any means the hex ends. In all cases, once a creature has been targeted by this hex, she is immune to it for 24 hours.
  • Major Hex Echolocation (Su): 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.
  • Grand Hex Born into the Deep (Ex): 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. The witch must have the echolocation hex before selecting this one.

Wisdom

Familiar—Preternatural Wisdom (Su): The familiar gains a Wisdom score of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter (at the same rate as its Intelligence score). This may cause a familiar whose Wisdom score is typically higher than 6 to start with a lower Wisdom score than normal. It further gains Sense Motive as a class skill.

Spellcasting: The witch uses Wisdom instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Bonus Spells: 1st — shield of faith, 2nd — embrace destiny, 3rd — magic vestment, 4th — globe of invulnerability (lesser), 5th — dream, 6th — globe of invulnerability, 7th — spell turning, 8th — protection from spells, 9th — mage’s disjunction.

Patron Hexes

  • Moment of Insight (Su): Once per day, the witch may add 1d6 as an insight bonus to an attack roll, skill check, or ability check as an immediate action; she gains another daily use of this hex at 4th level, and every 3 levels thereafter.
  • Wise Woman (or Man) (Ex or Su): The witch uses her Wisdom bonus for Knowledge skills, rather than Intelligence. And all Knowledge skills are considered class skills for the witch. Further, when in proximity of her familiar, she gains skill unlocks for these skills with the appropriate number of ranks, as if she had the Signature Skill feat.
  • Major Hex Insightful Avoidance (Ex): The witch gains a preternatural insight for dangers around her. She adds her Wisdom bonus as an insight bonus to her AC and CMD, but only when she’s not wearing armor or encumbered, or incapacitated or otherwise helpless.

Woodlands

Design Note: Literally the same spell list as Plant in core, as it is here, but gave it a different fammiliar and hexes. Pick the set you like best.

Familiar—Verdant Navigator (Ex): So long as the familiar is adjacent or touching the witch, they both gain the woodland stride ability of the druid. At 7th level, the witch can also move through magically manipulated natural terrain freely, though both still suffer any harmful effects of this manipulated terrain, such as a thorny entanglement spell. At 15th level, they ignore all effects of magically manipulated natural terrain.

Spellcasting: The witch loses the summon monster series of spells from the witch spell list, and gains the summon nature’s ally spells at the commensurate levels.*

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.

Patron Hexes

  • 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.
  • Forest Trekker (Ex): While in forested terrain, the witch gains a +2 bonus on initiative checks, as well as Climb, Knowledge (geography), Perception, Stealth, Survival and Swim skill checks; she normally leaves no trail and cannot be tracked when travelling this terrain, though she may leave a trail if she chooses. Her familiar also gains this bonus, so long as they are adjacent or touching one another. This functions as the ranger’s favored terrain, but it does not count as this ability for prerequisites for feats that modify it. As a move action, she can grant this bonus to a number of other creatures within 30 feet of her, up to her Intelligence modifier, for up to one hour. Once affected a creature cannot be affected again for 24 hours.
  • Grand Hex Verdant 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.