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呪術 Hexes

Ameliorating(超常)/Ameliorating --出典:Healer's Handbook 16ページ--:The witch can touch a creature to suppress or protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex:dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch’s level. Alternatively, the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the listed conditions(which condition is always the witch’s choice) for 24 hours. Once a creature has benefited from this hex, it cannot benefit from the hex again for 24 hours.

Aura of Purity(超常)/Aura of Purity --出典:Champions of Purity 27ページ--:The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects(such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

Combat Hypnosis(超常)/Combat Hypnosis --出典:Heroes of Golarion 15ページ--:The witch can lull her enemies into a trance, even in the chaos of combat. This hex functions as hypnotism, except it can affect only one creature at a time, and the target creature does not receive the usual +2 bonus on its saving throw while in combat. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Congeal(超常)/Congeal --出典:People of the Wastes 21ページ--:The witch can make the water in a 10-foot radius around her sludgy and viscous for 1 minute, causing it to function as difficult terrain for all swimming creatures except herself. This also provides partial cover against physical effects that pass through the affected area.

Cursed Wound/Cursed Wound --出典:Blood of the Moon 15ページ--:The witch can curse a living creature, preventing it from healing completely. For a number of days equal to 3 + the witch’s Intelligence modifier(minimum 1), whenever the victim is the target of a conjuration(healing) spell or magical healing effect, the caster of the healing effect must succeed at a caster level check(難易度 = 11 + the witch’s level) to end the hex. If the check fails, the healing effect functions as normal, except it cannot remove the last 10 points of damage the victim suffered. Similarly, natural healing, fast healing, and regeneration fail to cure the victim’s last 10 points of damage. Thus, the victim’s effective maximum number of hit points is 10 fewer than normal. A successful Will save reduces the duration of this hex to 1 round. At 5th level, the victim of this hex also takes a –2 penalty on Fortitude saving throws to avoid contracting a disease or poison from an injury. This is a curse effect and can be removed by remove curse.

Dark Apothecary(変則)/Dark Apothecary --出典:Heroes of Golarion 15ページ--:The witches of ancient Iblydos were masters of herbalism, crafting potent drugs and poisons. The witch receives a +4 insight bonus on checks to craft and apply poison.

Deathcall(超常)/Deathcall --出典:Qadira, Jewel of the East 15ページ--:The witch’s presence makes death more likely for wounded foes. Creatures within 120 feet of the witch take a –1 penalty on checks to stabilize when dying. At 8th level, this penalty changes to –2, and at 16th level, it changes to –3.

Discord/Discord --出典:Magical Marketplace 28ページ--:The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight. The target’s attitude toward the other creature decreases by one step. A successful Will save negates this effect. The effect lasts for a number of rounds equal to the witch’s Intelligence modifier. The duration can be extended with the cackle hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect decreases the attitude of the target creature by two steps. This is a mind-affecting charm effect.

Disrupt Connection(超常)/Disrupt Connection --出典:Monster Summoner's Handbook 9ページ--:The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it(attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it). At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100. At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.

Distraction(超常)/Distraction --出典:Heroes of the High Court 9ページ--:The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round. Anytime the creature attempts to do so, it must succeed at a concentration check(難易度 = 15 + twice the spell level) or lose the spell. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hexAPG, such as cackleAPG, also affect distraction.

Floating Lotus(超常)/Floating Lotus --出典:Wilderness Origins 16ページ--:The witch can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level. This duration doesn’t need to be consecutive, but must be spent in 1-minute increments. While summoned, the witch can use the lotus to cross water as if she was affected by water walk. She can also use the flower for short bursts of flight, gaining a +10 enhancement bonus on Acrobatics checks when attempting high jumps and long jumps. This bonus increases by 10 at 5th level, and again at 9th level.

Gift of Consumption(超常)/Gift of Consumption --出典:Potions and Poisons 10ページ--:The witch curses a creature to share any effects that target her vitality. Whenever the witch is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same 難易度 as the witch’s, and on a failure it is subject to the same effects as the witch. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of saves, such as phantasmal killer.

Greater Gift of Consumption(超常)/Greater Gift of Consumption --出典:Potions and Poisons 10ページ--:The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex. When the witch succeeds at her Fortitude save against an effect that she has redirected to a proxy, the hexed creature takes a –4 penalty on its Fortitude save against the redirected effect. If the witch ever fails a Fortitude save or intentionally exposes herself to an effect that requires a Fortitude save, such as by ingesting a poison, she can redirect that effect to affect only the hexed creature, though the hexed creature can still attempt a saving throw to resist the effects. Once she has redirected an effect to another creature in this way, that creature cannot be affected by the gift of consumption hex again for 24 hours. The witch must have the gift of consumption hex to select this hex.

Heralding Bloom(超常)/Heralding Bloom --出典:Wilderness Origins 16ページ--:A witch can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the witch speaks. This message can’t contain verbal spell components, command words, or other magical effects. An intelligent plant that’s targeted can attempt a Will save to negate the effect. If the save fails, the plant is magically compelled to “speak” this message in an audible voice, repeating it each time one or more intelligent creatures to whom the message has not yet been repeated comes within range, until 24 hours after the hex has been placed. The plant under the effect of the hex does not gain any special intelligence from this hex or gain any ability to understand the message if it does not normally understand the language the message is delivered in, and it is in no way otherwise compelled to act in any way it would not normally. A witch can have a number of heralding blooms active equal to her witch level + her Charisma modifier.

Iceplant(超常)/Iceplant --出典:Wilderness Origins 17ページ--:This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements. The effect leaves the witch’s skin thick and stiff to the touch.

Leshy Summoning(超常)/Leshy Summoning --出典:Wilderness Origins 17ページ:The witch counts as a plant creature for the purpose of growing leshys. She adds leaf leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus leshys to the list of creatures she can summon with summon monster I, II, III, IV, and V, respectively.Minor Prophecy(超常)/Minor Prophecy 出典:: Heroes of Golarion 15ページ--:The witch can call on her prophetic ancestors to cast augury once per day. She can spend a full hour casting the spell to negate the need for material components, but this reduces the accuracy of the spell by 5%.

Mother's Eye(超常)/Mother's Eye --出典:Legacy of the First World 17ページ--:The witch can see through plant matter, as the greensight universal monster ability(Pathfinder RPG Bestiary 4 295), for a number of minutes per day equal to her witch level. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

Murksight(超常)/Murksight --出典:People of the Wastes 21ページ--:The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature.

Peacebond(超常)/Peacebond --出典:Champions of Purity 27ページ--:A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Poison Touch(変則)/Poison Touch --出典:Potions and Poisons 10ページ--:The witch empowers herself or an ally within 30 feet with poisonous nails. The affected creature gains a claw attack as a secondary attack that deals 1d3 points of damage(1d2 for Small creatures) and has the following poison ability:Witch Toxin:Claw—injury; save Fort 難易度 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The creature gains this claw attack for a number of minutes equal to the witch’s level. If the target already has a claw attack, that attack gains the poison ability listed above, but the 難易度 is 1 higher. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Pollute Water(超常)/Pollute Water --出典:People of the Wastes 21ページ--:The witch can corrupt bodies of water with foul energies. This functions as the blight hex, except it affects only either an area of standing water or a creature with the aquatic or water subtype. A creature of any type that drinks water from a polluted area must succeed at a Fortitude saving throw or become nauseated for 1d3 rounds and afflicted as if blighted with the blight hex curse. A creature that succeeds at this saving throw is immune to the effects of polluted water from this area for 24 hours. Polluted water does not quench thirst.

Polluting Glance(超常)/Polluting Glance --出典:People of the Wastes 21ページ--:The witch can corrupt nonmagical liquid items(such as alchemical remedies) with a look. The witch can choose one liquid item she can see within 30 feet and change its contents into polluted water as per her pollute water hex(see above). The number of polluting glance hexes the witch can have active at one time is equal to her Intelligence bonus(minimum 1).
The witch must have the pollute water hex to select this hex.

Protective Luck(超常)/Protective Luck --出典:Heroes of the High Court 9ページ--:The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hexAPG, such as cackleAPG, also affect protective luck.

Seduction(超常)/Seduction --出典:Legacy of the First World 17ページ--:The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch. A Will save negates this effect. If the target is(or could be) sexually attracted to the witch, the save 難易度 is increased by 2. The effect lasts for 1 round, but the witch can extend this effect for 1 additional round(up to a total number of rounds equal to her class level) by taking a standard action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the witch ceases taking a standard action to maintain it. This is a mind-affecting charm effect.

Sink(超常)/Sink --出典:People of the Wastes 21ページ--:The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed(if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex. This hex does not stack with itself.

Soothsayer(超常)/Soothsayer --出典:The Harrow Handbook 15ページ--:The witch’s predictions become selffulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex(such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex(such as being attacked when the hex would affect the target’s アーマー・クラス), whichever comes first(ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Swamp's Grasp/Swamp's Grasp --出典:Blood of the Moon 15ページ--:The witch can cause an area to become an entangling quagmire. One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.

Swine/Swine --出典:Heroes of Golarion 15ページ--:The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier(Will negates). At 8th level, the affected creature’s hands(or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers.

Witch's Bottle(超常)/Witch's Bottle --出典:Heroes of the Wild 11ページ--:Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert. Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex.


上級呪術 Major Hexes

Animal Skin/Animal Skin --出典:Blood of the Moon 15ページ--:The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to beast shape II, except she takes on the appearance of the specific individual from which the skin came.

Beast’s Gift(超常)/Beast’s Gift --出典:Heroes of Golarion 16ページ--:The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one:the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Delicious Fright/Delicious Fright --出典:Blood of the Moon 15ページ--:The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Drugged(超常)/Drugged --出典:Heroes of Golarion 16ページ--:The witch can combine her magic with her poisons to weaken her enemies’ minds. When the witch creates a poison, she can require the target of the poison to attempt a Will save rather than a Fortitude save. The witch must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison.

False Hospitality(超常)/False Hospitality --出典:Heroes of Golarion 16ページ--:The witches of Iblydos are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A witch can use this hex to gain the benefits of glibness with a caster level equal to the witch’s level. This hex can be used once per day.

Harrowing Curse(超常)/Harrowing Curse --出典:The Harrow Handbook 15ページ--:The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the witch’s caster level, except that the witch can decrease only the ability score that corresponds to the suit of the card drawn. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours. At 15th level, this hex acts as a major curse spell(Pathfinder RPG Ultimate Magic 215). A witch with the cartomancer archetype can combine this hex with her spell deck’s deliver touch spell ability.

Major Ameliorating(超常)/Major Ameliorating --出典:Healer's Handbook 17ページ--:The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect:curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects(witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Pariah(超常)Pariah --出典:Magical Marketplace 28ページ--:The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Prophecy(超常)/Prophecy --出典:Heroes of Golarion 16ページ--:The witch can call on her prophetic ancestors and cast divination once per day. She can spend a full hour casting the spell in place of providing the usual material components.

Regenerative Sinew(超常)/Regenerative Sinew --出典:Healer's Handbook 17ページ--:The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores(witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber(超常)/Restless Slumber --出典:Potions and Poisons 10ページ--:The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex.

Steal Voice(超常)/Steal Voice --出典:Dirty Tactics Toolbox 23ページ--:(Tiefling Only) The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Intelligence bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex, as per vocal alteration(Pathfinder RPG Ultimate Magic 248).

Withering(超常)/Withering --出典:Potions and Poisons 10ページ--:The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process. The target ages to the next age category(adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the witch’s level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.


大いなる呪術 Grand Hexes

Abominate(擬呪)/Abominate --出典:Magical Marketplace 28ページ--:The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV(see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Animal Servant(超常)/Animal Servant --出典:Heroes of Golarion 16ページ--:The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will. The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence(超常)/Curse of Nonviolence --出典:Champions of Purity 27ページ--:The witch can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Interrupted(超常)/Death Interrupted --出典:Healer's Handbook 17ページ--:A witch with this grand hex can pluck a dead creature’s soul from the River of Souls and store it in her familiar for safekeeping and eventual resurrection. In order to use this ability, the witch must be adjacent to the target dead creature and her own familiar, and the ally’s soul must be free and willing to return at the witch’s behest. When the witch touches the creature’s remains(some small portion of the creature’s body must still exist, and it may have been dead for any amount of time), its soul enters the body of the witch’s familiar as per familiar meldingUM, as if the witch’s familiar were the target’s familiar. The creature’s soul can remain within the witch’s familiar for up to 1 hour per class level the witch has. During this time, the witch can telepathically communicate with the creature’s soul(though the soul cannot do anything else), and the witch can return the ally to life. Doing so is a standard action that returns the creature’s soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per the witch’s caster level. The witch must be within 300 feet of the creature’s body to return it to life. If a creature’s soul is in the witch’s familiar and this effect expires, or if the witch attempts to return the creature to life but is out of range, the creature remains dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Lay to Rest(擬呪)/Lay to Rest --出典:Champions of Purity 27ページ--:The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


守護者 Patrons

Aurora/Aurora --出典:Paths of the Righteous 31ページ--:2レベルーcolor spray、4レベルーhypnotic pattern、6レベルーwall of nauseaACG8レベルーrainbow pattern、10レベルーblazing rainbowACG、12レベルーprogrammed image、14レベルーprismatic spray、16レベルーprismatic wall、18レベルーpolar midnight&(){UM}。

Boundaries/Boundaries --出典:Champions of Purity 27ページ--:2レベルーprotection from evil、4レベルーsee invisibility、6レベルーmagic circle against evil、8レベルーdimensional anchor、10レベルーcontrol summoned creature、12レベルーbanishment、14レベルーethereal jaunt、16レベルーdimensional lock、18レベルーgate。

Devotion/Devotion --出典:Champions of Purity 27ページ--:2レベルーdivine favor、4レベルーmartyr's bargain、6レベルーmagic vestment、8レベルーgreater magic weapon、10レベルーflame strike、12レベルーmass bull's strength、14レベルーbestow grace of the champion、16レベルーholy aura、18レベルーmass heal。

Fate/Fate --出典:Pathfinder #72:The Witch Queen's Revenge 75ページ--:2レベルーdoom、4レベルーanticipate peril、6レベルーhelping hand、8レベルーblessing of fervor、10レベルーgreater forbid action、12レベルーcontingency、14レベルーjolting portent、16レベルーmaze、18レベルーwish。

Jynx/Jynx --出典:Blood of the Coven 17ページ--:2レベルーill omen、4レベルーshatter、6レベルーbestow curse、8レベルーretribution、10レベルーmark of justice、12レベルーeyebite、14レベルーspell turning、16レベルーantipathy、18レベルーenergy drain。

Mercy/Mercy --出典:Blood of the Coven 17ページ--:2レベルーcure light wounds、4レベルーeagle's splendor、6レベルーremove curse、8レベルーrestoration、10レベルーcleanse、12レベルーheroes' feast、14レベルーfoe to friend、16レベルーeuphoric tranquility、18レベルーtrue resurrection。

Mountain/Mountain --出典:Heroes of the Wild 13ページ--:2レベルーstone fist、4レベルーstone call、6レベルーstone shape、8レベルーspike stones、10レベルーwall of stone、12レベルーflesh to stone、14レベルーstone tell、16レベルーrepel metal or stone、18レベルーclashing rocks。

Peace/Peace --出典:Champions of Purity 27ページ--:2レベルーsanctuary、4レベルーcalm emotions、6レベルーwind wall、8レベルーdismissal、10レベルーserenity、12レベルーword of recall、14レベルーforcecage、16レベルーeuphoric tranquility、18レベルーantipathy。

PlantPlant --出典:Heroes of the Wild 11ページ--:2レベルーentangle、4レベルーaccelerate poison、6レベルーlily pad stride、8レベルーgrove of respite、10レベルーtree stride、12レベルーrepel wood、14レベルーanimate plants、16レベルーcontrol plants、18レベルーshambler。

Protection/Protection --出典:Heroes of the High Court 9ページ--:2レベルーsanctuary、4レベルーresist energy、6レベルーwrathful mantle&(){APG}、8レベルーstoneskin、10レベルーinterposing hand、12レベルーforbiddance、14レベルーgreater spell immunity、16レベルーprismatic wall、18レベルーfreedom。

Recovery/Recovery --出典:Healer's Handbook 16ページ--:2レベルーliberating command&(){UC}、4レベルーremove paralysis、6レベルーsacred bond&(){APG}、8レベルーfreedom of movement、10レベルーcleanse&(){APG}、12レベルーheroes' feast、14レベルーjoyful rapture&(){UM}、16レベルーprotection from spells、18レベルーmass heal。

Rot/Rot --出典:Blood of the Coven 17ページ--:2レベルーdecompose corpse、4レベルーwarp wood、6レベルーfungal infestation、8レベルーfleshworm infestation、10レベルーplague carrier、12レベルーepidemic、14レベルーcreeping doom、16レベルーhorrid wilting、18レベルーcursed earth。

Storms/Storms --出典:Heroes of the Wild 13ページ--:2レベルーobscuring mist、4レベルーfog cloud、6レベルーcall lightning、8レベルーice storm、10レベルーcall lightning storm、12レベルーwind walk、14レベルーcontrol weather、16レベルーwhirlwind、18レベルーstorm of vengeance。


Unique Witch Patrons Unique Witch Patrons

出典 Blood of the Coven

Witch patrons are enigmatic entities, sometimes fair minded and other times malevolent. Some are demigods or powerful spirits, such as those that grant shamans their spellcasting. Others are manifestations of cosmic forces, created by the certainty of mortals and the fundamental need for balance in much the same way aeons manifest. While kindly patrons are rare—attracting worshipers more readily than agents—the majority are high-minded and neutral figures. They dispense arcane power to those whose interests and mindsets align with their needs, and once a witch drifts from the cause or refuses to pay the price for such power, her patron divests the spellcaster of her powers and depart. Wicked patrons enjoy longer-lasting relationships, however, manipulating the witches’ minds and punishing disobedience in a manner far more personal than an evil god. The familiar of a wicked patron becomes equal parts power source and prison guard, forever studying its charge for disobedience.

The various published witch patron themes present a wide array of concepts and priorities to align with a large variety of supernatural beings. Some specific patrons, however, might offer variations within the spells they grant. Special patron categories listed on page 15 swap out the spells normally provided by a patron theme at specific levels, and grant a specific hex and drawback at 1st level. Once a specific patron has been selected, a witch cannot change her patron or raise a hand against that entity without losing her spellcasting, hexes, and familiar. These categories are limited in the patron themes they can provide; their witches must select from one of the four listed for each entry. These patrons are extraordinary examples of their kind, often invested with unique or mythic powers and pursuing long-term agendas measured in centuries or eons.

Celestial Agenda Celestial Agenda

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

While good deities and empyreal lords have organized faiths to carry out their wills, powerfully ranked agathions, angels, and archons—and occasional intersectional councils of good outsiders—sometimes invest white witches with celestial might to defend the weak and heal the sick. You gain the ward hex at 1st level, but your patron holds you to a higher standard:you must be of good alignment, and you take a –2 penalty on Bluff, Intimidate, Sleight of Hand, and other skill checks to deceive or threaten others.

Available Patron Themes:Endurance, Healing, Light, Portents

Spell Changes:4th—castigate, 10th—rebuke, 16th— greater planar ally(good outsiders only).

Empath Empath

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Your patron is a manifestation of the collective living experience—mortal desire and purpose given direction by the beliefs of countless minds and hearts. You gain the tongues hex at 1st level, but you cannot help but feel the despair, pain, and other negative emotions in those around you, taking a –5 penalty on saving throws against emotion effects.

Available Patron Themes:Ancestors, Mind, Spirits, Wisdom

Spell Changes:2nd—burst of insight, 6th— analyze aura, 10th—retrocognition.

Fey Gifts Fey Gifts

出典 Blood of the Coven 15ページ

A powerful fey or other entity from the First World has offered you magic. You serve as an anchor and scrying focus in the Material Plane for your patron, but you also provide frequent amusement. You gain the charm hex at 1st level, but your fey patron delights in your failure and injury and frequently jinxes you; once each day, the Game Master can demand you reroll a single ability check, attack roll, saving throw, or skill check and use the worse result.

Available Patron Themes:Agility, Enchantment, Trickery, Winter

Spell Changes:2nd—disguise self, 4th—hideous laughter, 16th— irresistible dance.

Green Whispers Green Whispers

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Your witch powers are a manifestation of the Green Faith or bestowed by a representative of natural forces, such as an ancient treant or nature spirit, who expects you to wield such gifts on its behalf. You gain the feral speech hex at 1st level, but you cannot abide the touch of iron or steel; contact with either metal deals 1d3 points of damage each round, and wearing metal armor prevents you from casting spells until it is removed.

Available Patron Themes:Animals, Endurance, Moon, Transformation

Spell Changes:2nd—entangle, 6th—plant growth, 10th—tree stride.

Hag's Calling Hag's Calling

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Hags of exceptional power—most often mute hags and dreamthief hags—sometimes invest mortal agents with the same well of ancient power they have mastered. Hags most often invest their changeling daughters with such power, either once they have proven loyal or else to tempt them into wickedness. You gain the coven hex at 1st level, but you can neither use the aid another action nor receive benefits from others’ aid another actions.

Available Patron Themes:Moon, Plague, Shadow, Vengeance

Spell Changes:2nd—disguise self, 8th—sending, 10th—commune(hag/patron rather than deity).

Infernal Contract Infernal Contract

出典 Blood of the Coven 15ページ

Your power was brokered from a powerful daemon, demon, or devil to speed the corruption and moral decay of mortals. When you die, your soul goes to Abaddon, the Abyss, or Hell, and you can’t be raised or resurrected except by extraordinary means—though bold service may earn you a favored position in damnation. You gain the misfortune hex at 1st level, but your magic requires sacrifice; each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6.

Available Patron Themes:Enchantment, Strength, Trickery, Vengeance

Spell Changes:8th—lesser planar ally, 12th—planar ally, 16th— greater planar ally(your bonus spells can be used to summon only the type of outsider your patron represents).

Shadowbound Shadowbound

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Deep exposure to entities from the Plane of Shadow—kytons, nightshades, owbs, and similar ethereal forces—has infused you with shadow. You gain the disguise hex at 1st level, but you also gain light blindness.

Available Patron Themes:Death, Deception, Ethereal, Shadow

Spell Changes:8th—shadow conjuration, 12th—shadow walk, 16th—greater shadow evocation.

The Condition of All The Condition of All

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Aeons are often patrons to witches, seeking out mortals who share their vested interest in some agenda that helps them promote the cosmic balance. You gain the scar hex at 1st level, but such service requires unwavering commitment to their cause, and you lose your spellcasting and hexes(but not your familiar) if your alignment changes after taking your first witch level; you regain your spellcasting and hexes once you revert to your original alignment.

Available Patron Themes:Elements, Time, Transformation, Wisdom

Spell Changes:2nd—forbid action, 8th—dismissal, 12th—geas/quest.

Touched by the Outer Gods Touched by the Outer Gods

出典 Blood of the Coven 15ページ
To select a specific patron, a PC must be able to select a witch patron and have the hex class feature.

Your powers hail from an incomprehensible being from beyond the stars, whose motivations and needs erode your psyche. You gain the unnerve beasts hex at 1st level, but you take a –2 penalty on saving throws against confusion and emotion effects and are affected by such effects for at least 1 round even on a successful saving throw.

Available Patron Themes:Insanity, Occult, Stars, Transformation

Spell Changes:2nd—lesser confusion, 8th—dreadscape, 10th—compelling rant.


ウィッチのアーキタイプ Witch Archetypes

Alley Witch Alley Witch

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 StreetsAn 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.

Ashiftah Ashiftah

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.

Cartomancer Cartomancer

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.

Coral Witch Coral Witch

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 難易度.

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 戦技防御値 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.

Demon-Sworn Demon-Sworn

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.

Dimensional Occultist Dimensional Occultist

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.

Hag of Gyronna Hag of Gyronna

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 難易度 of any spell with the fear descriptor she casts by 2. She can increase a spell’s 難易度 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(難易度 = 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.

Hagbound Hagbound

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.

HagboundHagboundA 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.

Havocker Havocker

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.

Invoker Invoker

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

Jinx Witch Jinx Witch

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 難易度. 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(難易度 = 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.

Medium Medium

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.

Nexian Spellspy Nexian Spellspy

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(難易度 = 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.

Putrefactor Putrefactor

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.

Rhetorician Rhetorician

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 難易度 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 難易度 to hear her speak in difficult conditions is reduced by an amount equal to her class level + her Intelligence modifier(minimum 0).

Seducer Seducer

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 難易度 of this hex is increased by 1. If the target is(or could be) sexually attracted to the seducer, the save 難易度 is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save 難易度 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(難易度 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 難易度 is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save 難易度 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.

Synergist Synergist

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.

Vellemancer Vellemancer

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.

Veneficus Witch Veneficus Witch

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 難易度 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.

Venom Siphoner Venom Siphoner

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 難易度 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.

White-Haired Witch White-Haired Witch

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.

Witch-Watcher Witch-Watcher

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 アーマー・クラス 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 アーマー・クラス 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 ResistanceSpell ResistanceThe 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.

Wyrm Witch Wyrm Witch

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 50gp plus 100gp 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(難易度 = 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(難易度 = 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.


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