Witch
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.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1st | +0 | +0 | +0 | +2 | Cantrips, hex, witch's familiar | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | +1 | +0 | +0 | +3 | Hex | 4 | 2 | — | — | — | — | — | — | — | — |
| 3rd | +1 | +1 | +1 | +3 | 4 | 2 | 1 | — | — | — | — | — | — | — | |
| 4th | +2 | +1 | +1 | +4 | Hex | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5th | +2 | +1 | +1 | +4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | |
| 6th | +3 | +2 | +2 | +5 | Hex | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 7th | +3 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | |
| 8th | +4 | +2 | +2 | +6 | Hex | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |
| 10th | +5 | +3 | +3 | +7 | Hex, major hex | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |
| 12th | +6/+1 | +4 | +4 | +8 | Hex | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
| 13th | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |
| 14th | +7/+2 | +4 | +4 | +9 | Hex | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
| 15th | +7/+2 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | |
| 16th | +8/+3 | +5 | +5 | +10 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 18th | +9/+4 | +6 | +6 | +11 | Hex, grand hex | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
| 20th | +10/+5 | +6 | +6 | +12 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
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.
Witch's Familiar
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.
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.
- Hit Die
- d6
- BAB
- 1/2
- Skills/Level
- 2 + Int
- Source
- Advanced Player's Guide
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