Archives of Nethys

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Witch Class Details | Hexes | Patron Spells | Unique Patrons | Archetypes

Witch

Source Advanced Player's Guide pg. 65
Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

Alignment: Any.
Hit Die: d6.
Starting Wealth: 3d6 x 10 gp (average 105 gp).

Class Skills

The Witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Cantrips, hex, witch’s familiar31--------
2nd+1+0+0+3Hex42--------
3rd+1+1+1+3421-------
4th+2+1+1+4Hex432-------
5th+2+1+1+44321------
6th+3+2+2+5Hex4332------
7th+3+2+2+544321-----
8th+4+2+2+6Hex44332-----
9th+4+3+3+6444321----
10th+5+3+3+7Hex, major hex444332----
11th+5+3+3+74444321---
12th+6/+1+4+4+8Hex4444332---
13th+6/+1+4+4+844444321--
14th+7/+2+4+4+9Hex44444332--
15th+7/+2+5+5+9444444321-
16th+8/+3+5+5+10Hex444444332-
17th+8/+3+5+5+104444444321
18th+9/+4+6+6+11Hex, grand hex4444444332
19th+9/+4+6+6+114444444433
20th+10/+5+6+6+12Hex4444444444

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

The full list of hexes can be found here.

Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

The full list of hexes can be found here.

Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

The full list of hexes can be found here.

Favored Class Options

Aphorite (Plane-Hopper's Handbook pg. 15): The witch gains 1/6 of a new witch hex.
Aquatic Elf (Blood of the Sea pg. 5): When casting a witch spell underwater, add 1/3 to the effective caster level of the spell for the purpose of determining the spell’s duration.
Changeling (Advanced Race Guide pg. 1): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Duskwalker (Plane-Hopper's Handbook pg. 17): Add 1/4 to the witch’s caster level when casting spells of the necromancy school.
Dwarf (Advanced Race Guide pg. 1): Add +1/4 natural armor bonus to the AC of the witch's familiar.
Elf (Advanced Race Guide pg. 1): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Elf (Horror Adventures pg. 39): Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
Gathlain (Ultimate Wilderness pg. 10): Add one spell from the druid spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells.
Ghoran (Ultimate Wilderness pg. 17): Add 1/4 to the witch’s caster level when attempting dispel checks using dispel magic, break enchantment, and similar effects.
Gnome (Advanced Race Guide pg. 1): The witch gains 1/6 of a new witch hex.
Goblin (Advanced Race Guide pg. 1, Goblins of Golarion pg. 31): Add +1 spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Grippli (Blood of the Beast pg. 8): Add 1/3 to the saving throw DC to resist the poison of the witch’s familiar.
Half-Elf (Advanced Race Guide pg. 1, Advanced Player's Guide pg. 17): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Halfling (Advanced Race Guide pg. 1): Add +1/4 to the witch’s caster level when determining the effects of the spells granted to her by her patron.
Half-Orc (Advanced Race Guide pg. 1, Advanced Player's Guide pg. 19): Add +1 skill rank to the witch’s familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Human (Advanced Race Guide pg. 1, Advanced Player's Guide pg. 23): Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Kobold (Advanced Race Guide pg. 1): Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Orc (Advanced Race Guide pg. 1): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Ratfolk (Advanced Race Guide pg. 1): Add +5 feet to the range of one hex with a range other than "touch."
Strix (Pathfinder #101: The Kintargo Contract pg. 73): Add one spell from the witch spell list to the witch’s familiar. This spell must be at least 1 level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.
Sylph (Advanced Race Guide pg. 1): Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
Tengu (Advanced Race Guide pg. 1): Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Tiefling (Advanced Race Guide pg. 1): The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Vanara (Blood of the Beast pg. 28): Add 1/4 to the witch’s caster level when determining the effects of spells granted to her by her patron (to a maximum of +2).
Wayang (Blood of Shadows pg. 11): Add one spell from the sorcerer/wizard spell list that isn’t on the witch spell list to the list of spells the witch knows. This spell must be at least 1 level below the highest spell level the witch can cast and be of the illusion (shadow) subschool or have the darkness descriptor.