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Toil and Trouble: New Abilities for Witches

Toil and Trouble: New Abilities for Witches

witchWho can incite the noblest paladins to acts of brutality just as easily as break their hearts? A witch of course. Witches come in a myriad of types, from seductive spies to conniving hags, from insane hermits to helpful hedge mages. What all witches have in common is their use of hexes and familiars, as well as their trust in their strange and alien patrons. (See the Pathfinder Roleplaying Game Advanced Player’s Guide and The Witch’s Brew for more details on the witch class.)


A witch’s familiar is a most trusted companion—teacher of the ways of magic and faithful guard. Following are seven new familiars that witches and wizards may choose at 1st level…

  • Canary (use raven stats): master gains a +3 bonus on Perform (sing) checks.
  • Rabbit (use weasel stats: remove both the climb speed and the attach special ability, increase land speed (40 ft.) and a +8 racial bonus on Perception checks): master gains a +3 bonus on Perception checks.
  • Raccoon (use cat stats): master gains a +3 bonus on Sleight of Hand checks.
  • Seagull (use raven stats): master gains a +3 bonus on Linguistics checks.
  • Spark beetle (use a fire beetle with the young template and reduce its luminescence ability to 5 ft.): master adds +1 CL to spells of the light subschool.
  • Squirrel (use monkey stats): master gains a +3 bonus on Survival checks.
  • Tern (use raven stats): master gains a +3 bonus on Knowledge (geography) checks.

New Feats

With these new feats, you can further develop both your witch’s backstory and stats.

Hag Hunter

You have studied hags and other monstrous humanoids, such as harpies, and you have braced yourself against their magic.
Prerequisites: BAB +3, Wisdom 13, 2 ranks in Knowledge (arcana).
Benefit: You gain a +4 bonus on all Will saves against the spells and spell-like abilities of monstrous humanoids.

Hedge Witch

Your magic is used for the good of the community and charity.
Prerequisites: 1 rank in Knowledge (local) and Knowledge (nature).
Benefit: You cast all conjuration spells of the healing and creation subschools at +1 CL.

Street Witch

You were raised in the city, and you learned your magic and made your connections in the back alleys.
Prerequisites: Spellcasting, must be taken at 1st level
Benefit: You gain a +2 bonus on Gather Information and Knowledge (local) checks to locate spellcasters in cities. Knowledge (local) is always a class skill for you.
In addition, you can substitute your Knowledge (local) bonus for your Will save against a spell cast on you in a city (1/day).

Swamp Child

You were born in the swamp and learned from its dark powers and dangerous obstacles.
Prerequisites: Must be taken at 1st level.
Benefit: You gain a +2 bonus on Survival checks in swamps and gain a +2 bonus on saves against curses.

New Hexes

These new hexes increase your options during play.

Beast (Su): You can fill your familiar with eldritch energy, making it an excellent warrior. For a number of rounds per day equal to 3 + your Intelligence modifier, apply the following modifiers to your familiar as a free action: +6 Strength, +6 Constitution, +3 natural armor, and size increased by one category. If the familiar has spell resistance, it increases by 5. These rounds need not be consecutive.

Caress (Ex): You are adept at delivering touch spells, particularly enchantments. You gain a +2 bonus on all melee touch attack rolls and can deliver any enchantment spell of the charm subschool as a melee touch attack. Spells delivered this way gain a +2 bonus to the saving throw DC.

Calling (Su): You can summon your familiar. You ring a small bell or give a whistle and your familiar teleports to your side. This hex works only if the familiar is within 1 mile of you and cannot be used to cross planes.

Eldritch (Su): You can speak words of eldritch power to lower a target’s spell resistance against your spells. The target must make a Will save or have its spell resistance lowered by 5 against your spells. A creature can be targeted by this power only 1/day regardless of whether it made its save.

Madness (Su): You make creatures go temporarily insane. You must make a melee touch attack. If you succeed, the target must make a Will save or be affected as per the spell lesser confusion. A target that successfully saves cannot be affected by this hex for 24 hours.

For more options, see The Witch’s Brew, with 30 feats and 3 builds for the witch class.
(This post is Product Identity.)

10 thoughts on “Toil and Trouble: New Abilities for Witches”

  1. Aahhh brilliant indeed. I love especially the ideas with the familiars – some diversities to the stereotypical black cat or raven.

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