出典 Heroes of the Streets 20ページ
The Alley Witch archetype's crowd patron grants ventriloquism instead of ears of the city
Some witches find their spark of magic in the long, dark shadows and forgotten places within the city.
Child of the Streets/Child of the Streets:An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
Crowd Patron/Crowd Patron:An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.
2nd—ears of the city (see page 30), 4th—alter self, 6th—witnessUM, 8th—shadow stepUM, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplaneUM, 18th—shades.
This ability alters witch’s familiar.
Speak to the City/Speak to the City:An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size 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. This ability replaces the witch’s 1st-level hex.
Hex Trader/Hex Trader:At 6th level, 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. While a hex is sealed into a token, the alley witch loses her ability to use that 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. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.
出典 Qadira, Jewel of the East 14ページ
Qadira’s armies strike terror into foes, but tales of something even more terrible than desert dervishes or charging cavalry haunt foot soldiers serving Qadira’s neighbors. Known in Taldane as a “battle witch,” an ashiftah drifts like a phantom among the enemy armies, calling down disaster upon their heads and weakening their resolve. Qadiran ashiftahs usually go veiled, and even their cohorts in the Imperial Forces superstitiously believe that seeing their faces brings misfortune.
Protecting Veil/Protecting Veil:An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.
This ability replaces familiar.
Ghostwalk(超常)/Ghostwalk:Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
This ability replaces the hex gained at 2nd level.
Deliver Touch Spells(超常)/Deliver Touch Spells:Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.
Fog of War(擬呪)/Fog of War:At 6th level, as a standard action, an ashiftah can blanket a 20-foot-radius area of the battlefield in a clammy mist that functions as per barrow hazeACG, allowing her to treat any area within the mist as within 30 feet for purposes of her hexes, as long as some part of that area is within 30 feet of her.
This replaces the hex gained at 6th level.
出典 The Harrow Handbook 15ページ
More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.
Spell Deck/Spell Deck:Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
Deliver Touch Spells(超常)/Deliver Touch Spells:At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.
In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck).
Deadly Dealer/Deadly Dealer:At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex.
Hexes:The following witch hexes complement the cartomancer archetype: evil eyeAPG, fortuneAPG, misfortuneAPG, soothsayer (see below).
Major Hexes:The following major hexes complement the cartomancer archetype: harrowing curse (see below), visionAPG.
Grand Hexes:The following grand hex complements the cartomancer archetype: dire prophecyUM.
出典 Blood of the Sea 22ページ
Coral witches inhabit shallow coasts and reefs where great masses of coral grow. They use their magic to fashion familiars from living coral and emulate the unyielding tenacity of these durable marine organisms. Many coral witches actively patrol and protect their home reefs from predators and help to rebuild the reefs after natural disasters. Although most coral witches are aquatic creatures such as gillmen and locathahs, surface creatures with a deep connection to the sea sometimes become coral witches as well.
Patron:A coral witch’s patron is normally endurance, healingUM, or water, although a coral witch can select any patron other than those associated with fire.
Coral Familiar(変則)/Coral Familiar:A coral witch crafts her familiar out of living coral, coaxing the tiny organisms to grow in the shape of a larger animal or vermin. The coral witch chooses a familiar as normal, but its type changes to vermin (aquatic) and it gains the amphibious special quality. The coral witch’s familiar has an Intelligence score as normal for the witch’s level, but it has immunity to mind-affecting effects. When underwater near a coral reef of any size, a coral witch can spend 8 hours to restore her familiar to full health at no cost, unless the familiar is killed, in which case she must follow the usual rules for replacing her familiar. A coral witch can never gain an improved familiar.
This ability alters witch’s familiar.
Waves Spirit Hex/Waves Spirit Hex:A coral witch can select hexes from the shaman’s waves spirit (Pathfinder RPG Advanced Class Guide 45) as if they were witch hexes. She uses her witch level as her shaman level to determine the effect of the hex and Intelligence instead of Wisdom to determine its DC.
This ability alters hex.
Immovability(変則)/Immovability:At 8th level, a coral witch can naturally emulate coral’s ability to affix itself in place. At the end of any round in which the coral witch did not move from her space and is standing on solid ground, she adds her class level to her CMD against any bull rush, overrun, and reposition combat maneuvers, grapple attempts to move her, and attempts to pull or push her. This bonus lasts until the start of the coral witch’s next turn.
This ability replaces the hex gained at 8th level.
Hexes:The following witch hexes complement the coral witch archetype: evil eye, feral speechUM, water lungUM.
Major Hexes:The following major hexes complement the coral witch archetype: beast eyeUM, hag’s eye, weather control.
Grand Hexes:The following grand hex complements the coral witch archetype: life giver.
出典 Heroes of the Darklands 16ページ
The demon-sworn witch remains responsible for any potentially evil consequences of her spellcasting (e.g. killing bystanders), even if the isolated act of casting such spells does not impact her alignment.
The drow are among the best known creatures on Golarion who were “saved” by demonic intervention, but they’re far from the only ones. In the depths of the Darklands, as well as similarly inhospitable locales on Golarion, many seek the succor of demons as a means of survival. Such pacts are often made in haste, without a true understanding of the lifelong effects they’ll have on those who make them.
Demonic Pact/Demonic Pact:A demon-sworn makes a pact with a demonic entity, forever binding her to the forces of the Abyss and corrupting her connection with her patron. At the indicated levels, she gains the spells below in place of her normal patron spells: 2nd—protection from good, 6th—unholy blight, 10th—dispel good, 14th—blasphemy, 18th—unholy aura. Casting spells with the evil descriptor from this replacement list has no effect on the demonsworn’s alignment.
This ability modifies patron spells.
Cruel Hex/Cruel Hex:A demon-sworn always inflicts some pain, whether she wants to or not. Each hex deals 1d4 points of nonlethal damage to creatures affected by it, in addition to any damage the hex normally deals.
For major hexes, the damage increases to 2d4. For grand hexes, the damage increases to 4d4. Each die result of a natural 4 deals 1 point of lethal damage to the demon-sworn.
This ability alters the witch’s hex, major hex, and grand hex.
Manifest Pact(変則)/Manifest Pact:At 6th level, the demon-sworn gains Improved Familiar as a bonus feat. The associated familiar is made up of the tiny amount of soul matter lost when the demon-sworn made her pact with demonic powers. The familiar must be a quasit, regardless of the demon-sworn’s actual alignment, and it manifests by eating its way out of the demon-sworn’s former familiar. The quasit knows all spells known to the previous familiar. It loyally serves the demon-sworn, despite any conflicts of alignment, obeying its mistress to the best of its abilities.
This familiar cannot be replaced, and if slain, the ritual to replace the lost familiar recreates the same quasit, along with the same spells previously known. Replacing the familiar in this fashion also imparts the demon-sworn with 1 permanent negative level, as if she had been hit by an energy-draining creature.
This ability replaces the hex gained at 6th level.
出典 Pathfinder Society Field Guide 28ページ
While dimensional occultist witches are not all associated with the Pathfinders, enough of them are to warrant mention here. A dimensional occultist sacrifices some of her mastery over hexes in return for increased planar lore— she spends much of her time researching and communing with otherplanar spirits, often through her familiar or via the study of ancient texts, and has an increased mastery over various conjurations and other extraplanar effects. She can even travel between dimensions as she gains power. A dimensional occultist has the following class features.
Patron:A dimensional occultist witch does not have the same freedom of choice among her patrons as do other witches—she must select the Dimensions patron when she gains this archetype. The Dimensions patron provides the following bonus spells: 2nd—hold portal, 4th—rope trick, 6th—blink, 8th—dimensional anchor, 10th—lesser planar binding, 12th—planar binding, 14th—banishment, 16th— greater planar binding, 18th—gate.
Dimensional Augmentation(超常)/Dimensional Augmentation:At 2nd level, a dimensional occultist can augment her spells by incorporating complex mathematical equations and formulae into the casting, typically by inscribing these equations with chalk or charcoal onto a solid surface (although scribing them on paper or into wet sand works fine as well). Augmenting a spell in this way adds both a somatic component (the actual scribing of the equations) and a material component (the writing stylus and ink, chalk, charcoal, or other medium) to the spell, and 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). As a result, using dimensional augmentation to cast a spell isn’t a good option in the heat of combat. Augmenting a spell in this manner increases its effective caster level by +1. A dimensional occultist can augment her spells in this manner once per day at 2nd level, plus one additional time per day for every even-numbered witch level she gains. This ability replaces the witch’s hex gained at 2nd level.
Commune with Familiar(擬呪)/Commune with Familiar:At 8th level, a dimensional occultist can use her familiar as a link between herself and strange, otherworldly intelligences on other planes. Once per week, she may use this link to cast contact other plane as a spell-like ability, at a caster level equal to her witch level. The entity contacted replies to the witch via her familiar (which speaks in a strange disembodied voice), via telepathic contact, or by some similarly disconcerting method of communication. When a witch uses this method to contact other planes, she gains a +4 bonus on the Intelligence check to avoid the decrease to Intelligence and Charisma. If she still fails the save, the Intelligence/Charisma decrease lasts only 24 hours rather than a number of weeks. This ability replaces the witch’s hex gained at 8th level.
Dimensional Waypoints(変則)/Dimensional Waypoints:At 12th level, a dimensional occultist can create a dimensional waypoint by spending 2d4 minutes inscribing a number of equations on a solid surface (such as a wall, tree, stone floor, or structure) with a writing instrument. The exact configuration of these equations is unique to each witch. From that point on, when she uses dimensional travel 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. At 12th level, and then again every two witch levels thereafter, the dimensional occultist can maintain an additional waypoint. She can replace a waypoint she’s already set by simply using that waypoint’s unique equation at a new site. This ability replaces the witch’s hex gained at 12th level.
出典 People of the River 23ページ
Only female witches dare dedicate themselves to the Angry Hag, and those who do so are feared for their ability to bend minds and sow discord. Some say these witches can watch their enemies from afar and can even corrupt the minds of the most innocent or loyal, including newborn babes and cherished pets.
Patron:A hag of Gyronna must choose Deception, Trickery, VengeanceUM, or Water as her witch patron.
呪文:A hag of Gyronna replaces several of her patron spells with the following: 2nd—doom, 6th—obscure object, 10th—commune, 14th—repulsion, 18th—shapechange.
Curdle Thoughts(超常)/Curdle Thoughts:At 2nd level, a hag of Gyronna can insert negative emotions into the mind of a single target. She gains a +2 bonus on Diplomacy and Bluff checks to sow suspicion, hatred, or other forms of animosity. In addition, a hag of Gyronna can choose to increase the save DC of any spell with the fear descriptor she casts by 2. She can increase a spell’s DC in this way a number of times per day equal to 1/2 her witch level. This ability replaces the witch’s 2nd-level hex.
Sunder Hope(超常)/Sunder Hope:At 8th level, a hag of Gyronna can violently dismiss her curses to counter magical boons and impose her own capricious whims. Once per day, after the hag of Gyronna has successfully affected a creature within 30 feet with a mind-affecting spell, spell-like ability, or hex with a duration of longer than 1 round, she can choose to dismiss the mind-affecting effect as an immediate action. If she dismisses this effect in response to another creature targeting her victim with a beneficial spell or ability, the witch’s effect is dismissed and the caster of the beneficial spell or ability must succeed at a Will save (DC = 10 + 1/2 the witch’s level + her Intelligence modifier) or the spell or ability is wasted to no effect and the targeted victim takes 1d4 points of Wisdom damage. At 14th and 20th levels, a hag of Gyronna can use this ability an additional time per day. This ability replaces the witch’s 8th-level hex.
Hag Crony(超常)/Hag Crony:At 12th level, a hag of Gyronna gains a blessing from the Angry Hag in the form of an alliance with a night hag (Pathfinder RPG Bestiary 215). Once per week, the hag of Gyronna can as a full-round action summon the night hag from the Shadow Plane. The night hag serves the hag of Gyronna to the best of its ability as long as the witch’s commands are consistent with the night hag’s alignment and goals, but flees back to its native plane after a number of rounds equal to the witch’s level or upon losing half or more of its hit points. The night hag may provide the hag of Gyronna with other favors or gifts at the GM’s discretion. At 15th and 18th levels, a hag of Gyronna can call upon her hag crony an additional time per week. This ability replaces the witch’s 12th-level hex.
出典 Blood of the Coven 16ページ
A hagbound can remove the hag’s hold only by removing her archetype directly, such as with the retraining rules in Pathfinder RPG Ultimate Campaign.
Whether a changeling in the process of succumbing to her mother’s call, a witch cursed by a hag to become her instrument of torment, a vain and petty witch overeager for power, or some other unfortunate soul, a hagbound witch finds its soul has been infected by a hag’s spite and powerful, corrupt arcane magic. Her mind and body begin to transform to reflect her new being. Hagbound witches suffer a slow transformative taint that is similar to the accursed corruption (Pathfinder RPG
Horror Adventures 16) and make ideal candidates for this additional power—and tragedy.
Hagbound/Hagbound:A hagbound can take this archetype only if her first character level is a witch level, and she must select one of the following patrons: Deception, Jynx, Moon, Occult, Plague, Shadow, Strength, Vengeance, or Winter. She can escape her inevitable fate only by removing the hag’s hold on her soul, typically with miracle or an effect of similar power. Until then, she can’t take levels in any class other than witch and her alignment can never become good. Removing the hag’s hold causes her to lose this archetype and become a normal witch.
Hag’s Claws(変則)/Hag’s Claws:A hagbound’s hands grow into a pair of hideous claws that deal 1d4 points of damage for a Medium hagbound (1d3 for a Small creature).
This replaces the hex gained at 1st level.
Hunched Muscle(変則)/Hunched Muscle:At 2nd level, warty growths and knobby muscles twist the hagbound’s body. She gains a +2 size bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum of +6.
This replaces the hexes gained at 2nd, 8th, and 14th levels.
Vain Glamour(擬呪)/Vain Glamour:At 4th level, the hagbound gains the ability to disguise her hideous form behind various pleasing shapes. This allows her to magically disguise herself at will, as per disguise self. At 12th level, she can transform herself at will rather than spin illusions, as per alter self.
This replaces the hexes gained at 4th and 12th levels.
Vile Curse(擬呪)/Vile Curse:At 10th level, the hagbound becomes exceptionally skilled at cursing others. She can cast bestow curse at will, but its duration becomes 24 hours. Once a creature has been affected by this ability, it is immune to the witch’s vile curse ability for 24 hours. If the witch learns some secret fear or vulnerability of her target and tailors the curse to exploit this, her target takes a –2 penalty on its Will saving throw against the effect.
This replaces the hex gained at 10th level.
Hag Transformation/Hag Transformation:At 20th level, the hagbound transforms into a true hag, purging all goodness and light from her in exchange for dark power. Her alignment becomes evil if it isn’t already. Her type changes to monstrous humanoid, and she gains darkvision 60 feet; immunity to charm, fear, and spell effects; and the ability to join a coven. She gains spell resistance 31, and she grants this benefit to her other coven members.
This replaces the hex gained at 20th level.
出典 Magic Tactics Toolbox 11ページ
Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power.
Patron Element/Patron Element:A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform.
This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.
Infusion/Infusion:At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below).
This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex.
Spellburn/Spellburn:Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her inf sions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so.
出典 Haunted Heroes Handbook 14ページ
The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Whether these spiritual enhancements come from a single entity or a host of spiritual forces associated with the witch’s patron can vary, and in many cases, a particular invoker never learns the truth of this matter.
Invoke Patron(超常)/Invoke Patron:At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments.
This replaces the witch’s 1st-, 8th-, and 16th-level hexes.
Bondage/Bondage:The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level.
Bridge/Bridge:The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.
Crisis/Crisis:The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level.
Curiosity/Curiosity:The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.
Decisions/Decisions:The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level.
Fortune/Fortune:The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.
Paradise/Paradise:The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level.
Rapture/Rapture:The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
Reckoning/Reckoning:The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.
Revelation/Revelation:The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.
Second Invocation(超常)/Second Invocation:At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability.
This ability replaces the witch’s 10th-level hex
出典 Blood of the Beast 25ページ
Only available to Tengu characters
The common perception of tengus as good luck charms has its roots in the first great empire to unify Tian Xia 7,000 years ago, when tengus were superstitious and skittish folk inhabiting the continent’s central mountain ranges. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. While they lack any ability to truly eliminate bad luck, they are uniquely gifted at making others believe otherwise. Many of these ancient traditions have been forgotten as tengus spread across the world and assimilated into other cultures, but a rare few tengus still practice this curious art of misdirection and dealing in ill fortune. A jinx witch’s patron is normally Deception, Shadow, or Trickery.
クラス技能:A jinx witch adds Bluff, Disguise, and Sense Motive to her list of class skills.
This alters the witch’s class skills.
Spell Awareness(変則)/Spell Awareness:A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell.
Jinx-Eating(超常)/Jinx-Eating:At 2nd level, a jinx witch learns to absorb (or “eat”) antagonistic magical effects targeting her. If a jinx witch succeeds at a Will or Fortitude saving throw that negates a hostile spell effect, she can consume the spell energy as an immediate action. The witch treats her caster level as 1 higher when casting the next prepared spell she casts after eating a jinx in this manner. If the spell cast is of the same school as the eaten spell, the witch instead treats her caster level as 2 higher. A jinx witch can store only one eaten spell at a time, and can use this ability a number of times each day equal to 3 + her Intelligence modif ier. If the jinx witch uses this ability to eat a spell that targets more than one creature or that creates an area of effect, it uses 2 of her daily uses of the ability and all other targets or creatures in the area of effect receive a +2 bonus on their respective saving throws. If the jinx witch does not use the bonus provided by an eaten spell within 1 hour, the stored energy dissipates harmlessly.
This ability replaces the witch’s hex normally gained at 2nd level.
Jinx-Gorging(超常)/Jinx-Gorging:At 6th level, when the jinx witch applies a bonus from a spell consumed with her jinx-eating ability to a spell of the same school as the eaten spell, and of the same or lower spell level, she does not expend the prepared spell slot. She cannot affect the spell with metamagic or other effects that would change its effective spell level.
This ability replaces the hex normally gained at 6th level.
Jinx-Feast(超常)/Jinx-Feast:At 10th level, when the jinx witch uses her jinx-eating ability, she also gains the ability to cast the eaten spell as a spell-like ability, using her witch level as her caster level and her Intelligence modifier to determine the spell-like ability’s saving throw DC. If the eaten spell is not on her spell list or is of a spell level higher than the witch is capable of casting herself, she must succeed at a concentration check (DC = 20 + the spell’s level) in order to cast it; failing this check results in the loss of the spell-like ability with no effect.
This ability replaces the major hex gained at 10th level.
Hexes:The following witch hexes complement the jinx witch archetype: beast of ill omenUM, evil eye, fortune, and misfortune.
Major Hexes:The following major hexes complement the jinx witch archetype: hag’s eye, retribution, and waxen image.
Grand Hexes:The following grand hexes complement the jinx witch archetype: death curse, dire prophecy, and natural disaster.
出典 Undead Slayer's Handbook 20ページ
Mediums tap into the spiritual power of those who have yet to find their final rest. Their ability to interact with these souls allows mediums to learn about the physical world through the experiences of those who came before them. Eventually, mediums of immeasurable power learn to walk alongside the very souls that haunt their dreams and visions.
Patron:A medium has a limited choice of patrons, and must select one of the following themes: ancestors, death, occult, or spirits.
Ectoplasmic Aptitude(超常)/Ectoplasmic Aptitude:At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic SpellAPG metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic SpellAPG feat to any spell she is casting without increasing its spell level. This ability replaces the witch’s hex gained at 2nd level.
Shared Subconscious(超常)/Shared Subconscious:At 6th level, a medium can temporarily link her subconscious to that of an undead creature in order to gain preternatural knowledge. As long as the medium is within 100 feet of an intelligent undead creature, as a swift action she can target said creature 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 medium’s, the medium may choose to use the undead creature’s Knowledge result instead of her own, learning any information the undead creature has about the subject in question. This ability does not allow a medium to attempt a previously failed Knowledge check again. This replaces the witch’s hex gained at 6th level.
Soul Walker(変則)/Soul Walker:At 20th level, a medium can drift into the spirit world, becoming incorporeal for 1 minute per class level. When she does so, the medium gains the incorporeal subtype, taking only half damage from corporeal magical attacks and no damage from nonmagical 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. This replaces the witch’s hex gained at 20th level.
Hexes:The following witch hexes complement the medium archetype: charmAPG, healingAPG, scarUM, tonguesAPG, wardAPG.
Major Hexes:The following major hexes complement the medium archetype: speak in dreamsUM, visionAPG.
Grand Hexes:The following grand hex complements the medium archetype: summon spiritUM.
出典 Inner Sea Intrigue 43ページ
Among that nation’s highly competitive arcane communities, Nexian spellspies are witches who use their familiars and divining talents to spy on their rivals and protect themselves from similar intrusions.
Nondetection:A Nexian spellspy treats nondetection as a 4th-level witch spell.
Infiltrating Vessel(超常)/Infiltrating Vessel:At 3rd-level, a Nexian spellspy cannot use her familiar to deliver touch spells for her. Instead, the Nexian spellspy can cast divination spells through her familiar. When the Nexian spellspy does this, she casts the spell as normal, but she treats her familiar’s location as hers for purpose of determining the spell’s area of effect or range. The Nexian spellspy receives the spell’s results as normal. This ability does not allow her to see through her familiar’s eyes; for example, the Nexian spellspy would know about a powerful magic item detected through her familiar, but she would not know its exact location or exactly what the item looked like. Whenever a familiar would be able to deliver a hex, the Nexian spellspy can use the familiar as a vessel for her divinations in this way.
This alters the witch’s familiar.
Prepare Results(超常)/Prepare Results:At 4th level, a Nexian spellspy’s familiar can store the results of divinations for the purposes of providing false results to a rival diviner who has targeted the spellspy. As a standard action, the spellspy can store the results of one or more divinations she has cast within the past 24 hours. She can store results from any number of spells with a total spell level equal to the highest spell she can cast.
The next time a rival spellcaster would receive results from any of the specific divinations whose results are stored in her familiar in this manner, the stored results are transmitted to the rival caster (and are removed from the familiar) in place of any real results.
The rival spellcaster receives a Will saving throw (DC = 10 + 1/2 the Nexian spellspy’s witch level + her Intelligence modifier) to recognize that the results are falsified. Depending on the spell, the stored results from the familiar might make this falsification obvious (and thus no Will saving throw is necessary to determine the falsification).
This ability replaces the witch’s 4th-level hex.
Hexes:The following witch hexes complement the Nexian spellspy archetype beast of ill-omenUM, evil eyeAPG, and tonguesAPG.
Major Hexes:The following major hexes complement the Nexian spellspy witch archetype beast eyeUM, hag’s eyeAPG, and visionAPG.
Grand Hex:The following grand hex complements the Nexian spellspy archetype dire prophecyUM.
出典 Blood of the Coven 16ページ
Some witches find their patrons while in the throes of despair and grief, when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy.
Infestation of Entropy/Infestation of Entropy:A putrefactor’s body hosts various pests—insects, rats, or other scavengers—as part of her connection with her patron. She treats the infestation as her familiar, and she communes with the infestation to prepare spells. She still selects a familiar, which must be a house centipede, rat, scarlet spider, or toad; the familiar crawls within her among the other vermin. A putrefactor must be of chaotic alignment and must choose one of the following patrons: Animals, Death, Plague, or Rot.
This alters the witch’s familiar and patron.
Disgorge Familiar(変則)/Disgorge Familiar:As a standard action, a putrefactor can cough up her familiar, allowing it to act as a separate entity. She can also devour it again as a standard action when the familiar is within reach. While within her, the familiar cannot be targeted for effects or take any action, but effects affecting it persist, and their duration continues until the next time she disgorges it.
This replaces the hex gained at 1st level.
Verminous Blood(変則)/Verminous Blood:At 2nd level, the swarming creatures within a putrefactor begin to replace her bodily fluids. Whenever she takes slashing or piercing damage from a melee attack, the creatures spill out and bite the attacker, dealing 1d6 points of damage, which count as damage from a Diminutive swarm. A creature can take damage from this ability only once per round. This damage increases by 1d6 at 8th level and every 4 levels thereafter.
This replaces the hex gained at 2nd level.
Putrefied Innards(変則)/Putrefied Innards:At 4th level, the infestation begins assuming various functions of the witch’s organs. She gains a 25% chance to negate the extra damage from critical hits and sneak attacks, as per the light fortification magic armor ability. At 10th level, this increases to a 50% chance (as per moderate fortification), and at 16th level it increases to a 75% chance (as per heavy fortification). Whenever the putrefactor negates additional damage from a melee attack in this way, the attacker takes damage as if exposed to her verminous blood, even if it has already been targeted by this ability this round.
This replaces the hexes gained at 4th, 10th, and 16th level.
Disgorge Swarm(変則)/Disgorge Swarm:At 6th level, while her familiar is inside her, the putrefactor can disgorge all the crawling creatures within her at once as a standard action, retaining only her familiar. When she does, she loses 2 hit points per class level and forms a spider swarm as per the spell vomit swarm. The swarm gains the Armor Class and saving throw bonuses of her familiar. The swarm deals her verminous blood damage instead of its normal damage; while the swarm lasts, the putrefactor loses access to her verminous blood ability. The witch can target creatures with her hexes as if she occupied both the swarm’s space and her own. When the duration ends, the swarm tries its best to return to her and crawl back into her body, restoring hit points equal to its current hit points, up to her maximum hit points. If the swarm dies or cannot return to her once the spell’s duration ends, the witch does not regain any of her spent hit points. Once she reabsorbs the swarm, she can’t disgorge it again for 1 hour.
This replaces the hex gained at 6th level.
出典 Arcane Anthology 25ページ
Rhetoricians feel driven to engage in debate, learn as much as they can about their potential foes, and seek ways to use information and quick talking to handle problems before resorting to raw violence. Regardless of their shadowy patrons, rhetoricians are granted a series of spells through their familiars that boost their ability to outtalk and outthink their foes, leading some to believe they are destined to be emissaries for their patrons once some long-term plans of their patrons’ come to fruition.
Debater(変則)/Debater:A rhetorician is an expert at making counterarguments and treating everything as a debate. When an opponent attempts a Diplomacy check to change another target’s attitude or request aid, the rhetorician can attempt to make a counterargument to negate the opponent’s efforts. The rhetorician attempts a Diplomacy check as an immediate action, with a DC equal to the result of the opponent’s Diplomacy check. The target of the opponent’s Diplomacy check must be able to see and hear the rhetorician. If the rhetorician’s Diplomacy check is successful, the opponent’s Diplomacy check fails. This ability replaces the hex gained at 1st level.
Eldritch Glibness/Eldritch Glibness:At 2nd level and every two witch levels thereafter, a rhetorician gains the following spells as spells known at the spell levels listed in parentheses. These spells are automatically added to the list of spells stored by her familiar. She treats these as being on the witch class spell list: 2nd—confusion, lesser (1st), 4th—detect thoughts (2nd), 6th—glibness (3rd), 8th—sculpt sound (4th), 10th—modify memory (5th), 12th—symbol of persuasion (6th), 14th—song of discord (7th), 16th—greater shout (8th), 18th— weird (9th). This ability replaces all the spells the witch gains from her patron.
Public Speaker(変則)/Public Speaker:A rhetorician gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level + her Intelligence modifier (minimum 0).
出典 Legacy of the First World 16ページ
These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. A seducer focuses on enchantments, turning enemies into friends and friends into toys for her amusement.
Patron/Patron:A seducer must select deception, enchantmentUM, plant (Pathfinder Player Companion Heroes of the Wild 11), thorns (Heroes of the Wild 13), or trickery as her patron.
Otherworldly Allure/Otherworldly Allure:A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.
Fey Charm(超常)/Fey Charm:A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.
This ability alters the hex gained at 1st level.
Seducer’s Kiss(超常)/Seducer’s Kiss:At 6th level, a seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save (DC 10 + half the seducer’s level + her Charisma modifier) or be staggered for 1 round. If the target is (or could be) sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. At 10th level, this ability causes the target to become stunned for 1 round, then staggered for an additional round. This is a mind-affecting charm effect.
This ability replaces the hex gained at 6th level.
Garden of Delight(超常)/Garden of Delight:At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities.
This replaces the hex gained at 8th level.
出典 Familiar Folio 9ページ
Synergists gain the ability to combine their forms with their familiars’ in order to create something more powerful than either alone.
Symbiosis(超常)/Symbiosis:At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level.
At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it.
At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight.
At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals.
Additionally, during symbiosis the synergist gains a single natural attack of a type possessed by its familiar. The attack deals 1d6 points of damage if a primary attack (1d6 for Small synergists) and 1d4 points of damage if a secondary attack (1d3 for Small synergists).
At 11th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape III. If the familiar can fly, the synergist can fly for an unlimited amount of time each day while in symbiosis.
At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV. If the familiar has multiple natural attacks, the synergist gains them all, rather than just one.
This ability replaces the hexes gained at 1st, 8th, and 14th level.
出典 Blood of the Coven 17ページ
While the popular stereotype envisions witches as wicked spellcasters sowing misery, many people turn to the arcane to heal others and better the world. The vellemancer is a guide, using her witchcraft to empower and teach others. She rarely dispenses every gift a needy soul asks, but she instead offers the advice, opportunities, and tools people require to achieve their own dreams.
Keen Counselor(超常)/Keen Counselor:The vellemancer is a guide and counselor. She adds Diplomacy and Sense Motive to her list of class skills. If a vellemancer’s alignment becomes evil, she loses access to all the unique abilities provided by this archetype.
Invested Hex(超常)/Invested Hex:At 2nd level, a vellemancer learns to invest magical aid into a willing creature. Each day, she can implant a number of hexes equal to half her witch level (minimum 1) plus her Intelligence bonus (if any). Any given creature can have only one hex implanted at a given time, and implanting a new hex ends the previous one (the witch still loses the use of this ability she spent on the previous hex). Only beneficial hexes capable of affecting another creature can be implanted with invested hex, and this counts against the uses per day of hexes with limited uses per day or per creature.
To implant a hex, the vellemancer must take a standard action and touch a willing creature. The vellemancer can activate the hex as a free action, or the hex can activate automatically when a single predetermined condition is met (decided when the hex is implanted). The subject must be within medium range (100 feet + 10 feet per level) for the witch to trigger the hex, but a predetermined condition can activate the hex regardless of range. An implanted hex lasts until the next time the witch regains her spells. Once triggered, a hex is no longer implanted and can’t be triggered again.
This replaces the hex normally gained at 2nd level.
Wishgranter(超常)/Wishgranter:Beginning at 6th level, a vellemancer can borrow mental strength from others’ hopes and dreams to empower her own spellcasting. A creature can make a wish as a free action at any time, even during the vellemancer’s turn. The vellemancer must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but it must describe an outcome that can be accomplished by casting a spell the vellemancer knows (for example, wishing to be more likable could supply the verbal component for alter self, eagle’s splendor, or even baleful polymorph, depending on the results). A vellemancer gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but she cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than one or more targets. A vellemancer is under no compulsion to grant a creature’s wish. Once the vellemancer grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.
This replaces the hex gained at 6th level.
Expanded Wishgranter(超常)/Expanded Wishgranter:At 8th level, the vellemancer adds the following spells to her familiar for free: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The vellemancer can cast these spells only as part of her wishgranter ability, but she can sacrifice any prepared spell of 2nd level or lower to spontaneously cast one of these spells.
This replaces the hex normally gained at 8th level.
出典 People of the River 8ページ
Veneficus witches specialize in poisons—brewing both magical and traditional concoctions, and applying them to weapons, traps or even her potent hexes. Whether they’re members of Daggermark’s Poisoners’ Guild or followers of Gyronna, veneficus witches are commonly found in the River Kingdoms.
Poisoner/Poisoner:A veneficus witch can select the following alchemist discoveries as hexes, major hexes, or grand hexes, as indicated below. The witch’s effective alchemist level is equal to her witch level for the purpose of qualifying for these discoveries. Unless otherwise noted, these alchemist discoveries can be located in the Pathfinder RPG Advanced Player’s Guide.
Hexes: Concentrate poison, poison conversion (Pathfinder RPG Ultimate Combat 24), sticky poison.
Major Hexes: Malignant poison (
Pathfinder Player Companion: Dungeoneer’s Handbook 27), nauseating flesh (Ultimate Combat 24).
Grand Hexes:Poison touch (grand discovery).
Poison Use(変則)/Poison Use:At 2nd level, a veneficus witch cannot accidentally poison herself when applying poison to a weapon.
Toxic Words(変則)/Toxic Words:At 2nd level, whenever a veneficus witch targets a single creature with a hex, she can imbue her hex with a dose of injury or contact poison she is holding. The DCs of her hex and the poison are each reduced by 2; if the creature fails its save against the hex, the poison is expended and the creature must succeed at a Fortitude save against the poison or become poisoned. At 10th level, the DC of the witch’s hex and poison are each reduced by only 1 and the witch can imbue her hexes with inhaled and ingested poisons as well. This ability replaces the witch’s 2nd- and 10th-level hexes.
Hexes:The following witch hexes complement the veneficus witch archetype: blight, cauldron, disguise, poison steep.
Major Hexes:The following major hexes complement the veneficus witch archetype: cook people, witch’s brew.
Grand Hex:The following grand hex complements the veneficus witch archetype: eternal slumber.
出典 Potions and Poisons 10ページ
Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. A number of witches are masters of poison, receiving toxic gifts that allow them and their familiars to use poison in unparalleled manners.
Poisonous Familiar(変則)/Poisonous Familiar:The venom siphoner chooses either her familiar’s bite attack or its claw attacks; once chosen, this selection can’t be changed. The chosen natural attack gains the following poison ability: Siphoner Poison: Natural attack—injury; save Fort DC 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal. If the familiar already has a poison, the witch can instead empower its poison. An empowered poison’s frequency increases by 50%. If the witch ever replaces her familiar, she must choose how this ability applies to her new familiar as soon as she receives it.
This replaces the hex gained at 1st level and the familiar’s alertness special ability.
Venom Expert(変則)/Venom Expert:At 2nd level, a venom siphoner does not risk exposure to her familiar’s poison when attempting to milk venom from it (see page 142 of Pathfinder RPG Ultimate Wilderness). This replaces the hex gained at 2nd level.
Toxic Blood(変則)/Toxic Blood:At 6th level, the venom siphoner’s blood becomes toxic, empowering her abilities. Any creature that deals bleed damage to her with a natural, light, or one-handed weapon is automatically exposed to the same poison granted to her familiar and must succeed at the save or be affected by the poison. Additionally, when casting spells that have a single target and require a Fortitude save, she can cause the spell to deliver this poison as a free action; a target who succeeds at the save against the spell also avoids being affected by the poison. She can cause spells to deliver poison in this way a number of times per day equal to 3 + her Intelligence modifier. This ability refreshes when the venom siphoner communes with her familiar to prepare her daily spells. This replaces the hex gained at 6th level.
出典 Dragon Empires Primer 23ページ
A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage. Rogue talents and advanced rogue talents marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. The white-haired witch is an archetype of the witch class.
White Hair(超常)/White Hair:At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities.
Constrict(変則)/Constrict:At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.
Trip(変則)/Trip:At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.
Pull(変則)/Pull:At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.
Strangle(変則)/Strangle:At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.
Rogue Talents/Rogue Talents:At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*. This ability replaces major hex and grand hex.
出典 Heroes of the High Court 9ページ
For reasons known only to them, witch-watchers offer protection to nobles across Golarion. While they serve openly in Irrisen and Varisia, they watch from the shadows in courts in Brevoy, Mendev, the River Kingdoms, and Ustalav, where their presence is barely tolerated.
Diminished Spellcasting/Diminished Spellcasting:A witch-watcher gains one fewer spell of each level than normal. If this reduces the number to zero, she can cast spells of that level only if her Intelligence score is high enough to grant bonus spells of that level.
This alters the witch’s spellcasting.
Covenant Ally(超常)/Covenant Ally:Once per day when preparing her spells, a witch-watcher makes a covenant with her patron to provide protection to a single creature, known as her covenant ally. As a standard action when her covenant ally is within 30 feet, a witch-watcher can grant it one of the abilities listed below. Unless otherwise noted, each ability lasts for a number of minutes equal to the witch-watcher’s Intelligence modifier. She can grant a number of abilities per day equal to 1/2 her witch level (minimum 1).
Health/Health:The covenant ally gains a number of temporary hit points equal to the witch-watcher’s witch level + her Intelligence modifier (minimum 1). The temporary hit points from this ability do not stack with themselves, but additional uses cause the total number of temporary hit points and the duration to reset.
Safeguard/Safeguard:The covenant ally gains a deflection bonus to AC or a resistance bonus on saving throws equal to 1/2 the witch-watcher’s witch level (minimum 1). When given, this bonus can be divided between the AC and saving throws as the witch-watcher wishes, up to a maximum of +5 for either.
Solace/Solace:The witch-watcher temporarily disrupts a spell affecting her covenant ally by succeeding at a dispel check against the spell, as per dispel magic. The ability suppresses a spell effect for a number of rounds equal to the witchwatcher’s Intelligence modifier (minimum 1). If the spell affects multiple creatures, this ability suppresses the spell effect only for the covenant ally. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Spell Resistance/Spell Resistance:The covenant ally gains spell resistance equal to 6 + the witch-watcher’s witch level for a number of rounds equal to the witch-watcher’s Intelligence modifier. At 10th level, the spell resistance increases to 11 + the witch-watcher’s witch level. The spell resistance cannot be suppressed, but it doesn’t affect spells cast by the witch-watcher.
出典 Legacy of Dragons 15ページ
Though a dragon derives no power from accumulating precious metals and gems, its desire to acquire and maintain vast piles of valuables is an important part of its personality. Some witch covens, particularly those in rich mercantile nations like Druma or Katapesh, have learned to use treasure to access other draconic powers.
Draconic Patronage/Draconic Patronage:A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons
Chromatic/Chromatic:2nd - cause fear, 4th - hold person, 6th - suggestion, 8th - aura of doomUM, 10th - dominate person, 12th - geas/quest, 14th - mass hold person, 16th - frightful aspectUC, 18th - overwhelming presence
Esoteric/Esoteric:2nd - memory lapseAPG, 4th - psychic readingOA, 6th - nondetection, 8th - hypercognitionOA, 10th - mind probeOA, 12th - telepathy, 14th - insanity, 16th - screen, 18th - bilocationOA
Imperial/Imperial:2nd - endure elements, 4th - gust of wind, 6th - hyraulic torrentAPG, 8th - obsidian flowUC, 10th - fickle windsUM, 12th - move earth, 14th - reverse gravity, 16th - wall of laveAPG, 18th - world waveAPG
Metallic/Metallic:2nd - protection from evil, 4th - weapon of aweAPG, 6th - heroism, 8th - dispel evil, 10th - commune, 12th - greater herosim, 14th - limited wish, 16th - holy aura, 18th - miracle
Outer/Outer:2nd - deja vuOA, 4th - darkness, 6th - blink, 8th - black tentacles, 10th - mindwipeOA, 12th - shadow walk, 14th - lunar veilUM, 16th - orb of the voidUM, 18th - weird
Primal/Primal:2nd - burning hands, 4th - elemental touchAPG, 6th - elemental auraAPG, 8th - planar adaptationAPG, 10th - elemental body II, 12th - chain lightning, 14th - vortexAPG, 16th - polar ray, 18th - fiery bodyAPG
Wyrmwitch's Hoard/Wyrmwitch's Hoard:Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only nonmagical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored.
A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook.
A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities.
This ability replaces witch’s familiar.
最終更新:2020年12月29日 17:43