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=== Witch Entry Talent ===
=== Witch Entry Talent ===
After gaining the Witch Entry talent, you can take talents from any of the Witch tracks.
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Witch Entry'''
|'''Witch Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.
 
'''Dark Presence.''' Gain the Dark Presence ability.
 
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.
 
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.
 
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.
 
Familiars are corporeal fae spirits that cannot be attacked or damaged.
 
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.
 
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.
 
'''Witch Magic.''' Choose one: Occult or Primal.
 
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead.
 
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead.
 
Whichever you choose, END is your magic attribute.
 
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.


* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 spell point. This costs 0 AP and you may use this feature as many times as you want on your turn.
* '''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action. You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you. Familiars are corporeal fae spirits that cannot be attacked or damaged. You can make your familiar take more actions by spending 1 AP per additional action your familiar takes. Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form during a Rest. Regardless of its form, you always use one of the three stat blocks: Flying Familiar, Crawling Familiar, or Hunting Familiar.
* '''Witch Magic.''' Choose one: Occult or Primal. If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. Whichever you choose, END is your magic attribute.
* '''Witch Power.''' Each time you level up and spend your Talent Point on a witch talent, you gain +5 SP and +1 Power in the source you chose'''.'''
|''Witch, Class Entry''
|''Witch, Class Entry''
|}
|}
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!-3
!-3
!-2
!-2
|-
|
!Ref: 13
!Fort: 10
!Ant: 11
!Log: 7
!Will: 8
|-
|-
| colspan="6" |
| colspan="6" |
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| colspan="3" |'''Senses''' Darkvision 30 ft
| colspan="3" |'''Senses''' Darkvision 30 ft
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |Features
|-
|-
| colspan="6" |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4  
| colspan="6" |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.
|-
! colspan="6" |Actions
|-
| colspan="6" |'''Move.''' The Familiar can move up to its speed.
|-
|-
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
|-
|-
| colspan="6" |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage equal to your amount of Witch talents + 1d4.  
| colspan="6" |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents.  
|}
|}
<br>
<br>
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!-3
!-3
!-2
!-2
|-
|
!Ref: 12
!Fort: 10
!Ant: 12
!Log: 7
!Will: 8
|-
|-
| colspan="6" |
| colspan="6" |
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| colspan="3" |'''Senses''' Darkvision 30 ft
| colspan="3" |'''Senses''' Darkvision 30 ft
|-
|-
| colspan="3" |'''Skills''' (AWR) Perceiving +3, Tracking +3
| colspan="4" |'''Skills''' (AWR) Perceiving +3, Tracking +3
|-
! colspan="6" |Actions
|-
|-
! colspan="6" |[[Actions]]
| colspan="6" |'''Move.''' The Familiar can move up to its speed.
|-
|-
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
|-
|-
| colspan="6" |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have TA on attacks against that creature until the start of your next turn
| colspan="6" |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.
|-
|-
| colspan="6" |'''Spook.''' (1/Catch Breath) Your familiar spooks a creature within 30 ft of it. Make a magic attack (using your END) against that creature’s WILL. If you hit, the creature is Frightened of your familiar for 30 seconds.  
| colspan="6" |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.
|}
|}
<br>
<br>
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!-3
!-3
!-2
!-2
|-
|
!Ref: 12
!Fort: 10
!Ant: 11
!Log: 7
!Will: 8
|-
|-
| colspan="6" |
| colspan="6" |
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| colspan="3" |'''Senses''' Darkvision 30 ft
| colspan="3" |'''Senses''' Darkvision 30 ft
|-
|-
| colspan="3" |'''Skills''' (DEX)Sneaking +3; (AWR)Tracking +3
| colspan="3" |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |Actions
|-
| colspan="6" |'''Move.''' The Familiar can move up to its speed.
|-
|-
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
| colspan="6" |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you.  
|-
|-
| colspan="6" |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have TA on attacks against that creature until the start of your next turn.
| colspan="6" |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.
|-
|-
| colspan="6" |'''Pounce.''' (1/Turn) ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp.  
| colspan="6" |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp.  
|}
|}


=== Dark Hex Track ===
=== Dark Hex Track ===
[[File:Dark Hex Track.png|thumb|502x502px|Dark Hex Track Progression]]
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|Witch Entry
|Witch Entry
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.
For you, these spells count as the Source that you chose from your Witch Magic feature (either Primal or Occult) and you may cast these spells as Witch spells
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).


If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. When casting hex spells, spend the normal amount of SP. You cannot upcharge hex spells without additional talents.
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.
{| class="wikitable"
{| class="wikitable"
|+Hex List
|+Hex List
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|2
|2
|
|
* [[Charm Person]] (Psionic)
* [[Charm Person]] (psionic)
* [[Commandment]] ([[Divine]]),
* [[Commandment]] (divine),
* [[Creeping Fear]] (Primal)
* [[Creeping Fear]] (primal)
* [[Decay]] (Arcane)
* [[Decay]] (arcane)
* [[Flay]] (Arcane)
* [[Flay]] (arcane)
* [[Hex Of Hemophilia|Hex of Hemophilia]] (Occult)
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)
|-
|-
|4
|4
|
|
* [[Hex of Lethargy]] (Occult)
* [[Hex of Lethargy]] (occult)
* [[Hex of Terror]] (Occult)
* [[Hex of Terror]] (occult)
* [[Silence]] (Occult)
* [[Silence]] (occult)
|-
|-
|8
|8
|
|
* [[Demoralize]] (Divine)
* [[Demoralize]] (divine)
* [[Detect Thoughts]] (Divine)
* [[Detect Thoughts]] (divine)
* [[Terror]] (Primal)
* [[Terror]] (primal)
|-
|-
|13
|13
|
|
* [[Babble]] (Occult)
* [[Babble]] (occult)
* [[Curse of Trembling]] (Occult)
* [[Curse of Trembling]] (occult)
* [[Haunt]] (Psionic)
* [[Haunt]] (psionic)
|-
|-
|22
|22
|
|
* [[Clot]] (Occult)
* [[Clot]] (occult)
* [[Curse of Withering]] (Occult)
* [[Curse of Withering]] (occult)
* [[Dark Smile]] (Occult)
* [[Dark Smile]] (occult)
* [[Dominate Person]] (Psionic)
* [[Dominate Person]] (psionic)
* [[Ecstasy]] (Primal)
* [[Ecstasy]] (primal)
* [[Fracture]] (Occult)
* [[Fracture]] (occult)
* [[Modify Memory]] (Psionic)
* [[Modify Memory]] (psionic)
* [[Paranoia]] (Psionic)
* [[Paranoia]] (psionic)
|}
|}
|''Witch, Dark Hex, Repeatable''
|''Witch, Dark Hex, Repeatable''
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|Gain the Greater Hex ability.
|Gain the Greater Hex ability.


* '''Greater Hex.''' (2/Rest) You may cast a hex as though you upcharge it one time, without spending additional SP.
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
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|Gain the Innate Hex ability.
|Gain the Innate Hex ability.


* '''Innate Hex.''' (2/Rest) You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
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|Gain the Dark Enchantment ability.
|Gain the Dark Enchantment ability.


* '''Dark Enchantment.''' (1/Rest) By spending 2 AP, designate a target that you can see. For the next 1 minute, gain +2 TA on rolls made with hex spells against that target.
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Sympathetic Magic'''
|'''Sympathetic Magic'''
|Dark Enchantment
|Dark Enchantment
|Choose one creature with whom you are familiar (having spent at least 10 mins in conversation).  
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature if its ML is equal to or less than your Witch level. You may only make one doll. If you make a second one, the first one unravels immediately.
 
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.


Gain the Sense Likeness ability.
Gain the Sense Likeness ability.


* '''Sense Likeness.''' By spending 1 minute touching the doll and completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Sympathetic Magic II'''
|'''Sympathetic Magic II'''
|Sympathetic Magic
|Sympathetic Magic
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your doll’s likeness’s senses for the duration. If you do, make a magic attack against their ANT. If you hit, they are unaware that you are doing this; if you miss, they are aware.
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Sympathetic Magic III'''
|'''Sympathetic Magic III'''
|Sympathetic Magic II
|Sympathetic Magic II
|When you use your Dark Enchantment ability, you do not expend your usage of the ability if you have a poppet of the target creature.
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
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|Gain the Sympathetic Link ability.
|Gain the Sympathetic Link ability.


* '''Sympathetic Link.''' (AWR/Rest) You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
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|'''Sympathetic Magic VI'''
|'''Sympathetic Magic VI'''
|Sympathetic Magic V
|Sympathetic Magic V
|Gain the Puppetmaster ability.  
|Gain the Puppetmaster ability.


* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack vs the target’s WILL. If you hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Sympathetic Magic VII'''
|'''Sympathetic Magic VII'''
|Sympathetic Magic VI
|Sympathetic Magic VI
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.  
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.
 
Sympathetic Link’s range increases to 5 miles.
Sympathetic Link’s range increases to 5 miles.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
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|'''Sympathetic Magic VIII'''
|'''Sympathetic Magic VIII'''
|Sympathetic Magic VII
|Sympathetic Magic VII
|You can create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous dolls unravels.
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Sympathetic Magic IX'''
|'''Sympathetic Magic IX'''
|Sympathetic Magic VIII
|Sympathetic Magic VIII
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.  
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.
 
Sympathetic Link’s range increases to 10 miles.
Sympathetic Link’s range increases to 10 miles.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
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|'''Sympathetic Magic X'''
|'''Sympathetic Magic X'''
|Sympathetic Magic IX
|Sympathetic Magic IX
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. If you hit, they are not magically aware that you caused the effect.  
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.
 
Sympathetic Link’s range increases to 20 miles.
Sympathetic Link’s range increases to 20 miles.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
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|Sympathetic Magic X
|Sympathetic Magic X
<u>Incompatible</u>: Collector
<u>Incompatible</u>: Collector
|Choose one doll to be your primary doll. If you have a physical piece of the likeness that the primary doll represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Bond Soul II'''
|'''Bond Soul II'''
|Bond Soul
|Bond Soul
|(1/Recoup) When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only ½ the SP.  
|Gain the Sympathetic Tether ability.
Sympathetic Link’s range increases to 100 miles for your primary doll.
 
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Grand Puppetmaster'''
|'''Grand Puppetmaster'''
|Bond Soul II
|Bond Soul II
|You always know the surface level thoughts and deeper emotions/desires of your primary doll. Additionally, you may cast the [[Possession]] spell 1/Rest as a hex without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence.
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.
When you use this ability, you may use your Sympathetic Magic X ability to attempt to hide your magical presence.
 
Gain the Poppet Possession ability.


* '''Level 30:''' You may permanently possess the subject of your primary doll provided they are ML 15 or lower. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you’re not actively possessing them.
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.
 
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.
|''Witch, Dark Hex, '''Capstone'''''
|''Witch, Dark Hex, '''Capstone'''''
|-
|-
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|Sympathetic Magic X
|Sympathetic Magic X
<u>Incompatible</u>: Bond Soul
<u>Incompatible</u>: Bond Soul
|You can have a number of poppets equal to ½ your AWR.  
|You can have a number of poppets equal to 1⁄2 your AWR.
 
Gain the Mass Hex ability.
Gain the Mass Hex ability.


* '''Mass Hex.''' (1/Recoup) When you cast a hex that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Collector II'''
|'''Collector II'''
|Collector
|Collector
|You can have a number of poppets equal to your AWR. Mass Hex works on hexes with an SPC of 20 or lower
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.
|''Witch, Dark Hex''
|''Witch, Dark Hex''
|-
|-
|'''Soul Collector'''
|'''Soul Collector'''
|Collector II
|Collector II
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your dolls dies, you can retire the doll. Doing so does not destroy the doll and allows you to make a new doll.
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.
Retired dolls look frayed and corrupted, and they contain the soul of the doll’s likeness.  


As part of a Recoup, you may commune with one retired doll. The retired doll retains all of its bonded creature’s formative memories and basic information that the creature would have known. The doll’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired doll might take multiple conversations or coercion
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.


If a retired doll is destroyed, its soul departs.
Gain the Archive of Souls ability.


* '''Level 30:''' Now, if you destroy a retired doll, the bonded creature’s soul is dispersed and it can never be resurrected. Casting [[Lesser Restoration]] or similar magic on a retired doll will harmlessly detach the creature’s soul from the doll, allowing it to pass on peacefully or to be resurrected.
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.
 
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.
|''Witch, Dark Hex, '''Capstone'''''
|''Witch, Dark Hex, '''Capstone'''''
|}
|}


=== Fae Track ===
=== Fae Track ===
[[File:Fae Track.png|thumb|481x481px|Fae Track Progression]]
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Fae Magic'''
|'''Fae Magic'''
|Witch Entry, Warden of the Primal  
|Witch Entry, Warden of the Primal  
|(1/Recoup) You can cast [[Warp Step]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it  
|Gain the Warp Step ability.
 
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.
 
If you do not know this spell, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Boon of Etalun'''  
|'''Boon of Etalun'''  
|Fae Magic
|Fae Magic
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tags.
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
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|Gain the Wylla’s Stride ability.
|Gain the Wylla’s Stride ability.


* '''Wylla’s Stride.''' (CHA/Rest) Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Gaard’s Resistance'''
|'''Gaard’s Resistance'''
|Wylla’s Stride or Prowess of Sekh
|Wylla’s Stride or Prowess of Sekh
|''Repeatable.'' Gain Resist 2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type.
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.
|''Witch, Fae, Repeatable''
|''Witch, Fae, Repeatable''
|-
|-
Line 411: Line 432:
|Gain the Caliban’s Cackle ability.
|Gain the Caliban’s Cackle ability.


* '''Caliban’s Cackle.''' (CHA/Rest) When you make a magic attack against a single creature, if you hit it, you can also make the creature Shaken for 1 min.
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Prowess of Sekh'''
|'''Prowess of Sekh'''
|Boon of Etalun or Caliban’s Cackle
|Boon of Etalun or Caliban’s Cackle
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or endurance tags.
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Rosen’s Blessing'''
|'''Rosen’s Blessing'''
|Wylla’s Stride or Prowess of Sekh
|Wylla’s Stride or Prowess of Sekh
|Gain Resist 2 against Charmed.
|Gain Resist Charmed +2.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Fae Magic II'''
|'''Fae Magic II'''
|Gaard’s Resistance or Rosen’s Blessing
|Gaard’s Resistance or Rosen’s Blessing
|(1/Rest) You can cast [[Mists of the Everwilds]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it  
|Gain the Mists of the Everwilds ability.
 
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.
 
If you do not know this spell, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Latisk’s Keen Eyes'''
|'''Latisk’s Keen Eyes'''
|Fae Magic II
|Fae Magic II
|Gain +30 ft Darkvision.
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Okart's Skin'''
|'''Okart's Skin'''
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure
|When you are not wearing Armor, your AR cannot be less than 13
|When you are not wearing armor, your AR cannot be less than 13.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
Line 443: Line 468:
|Gain the Wrath of Aeshir ability.
|Gain the Wrath of Aeshir ability.


* '''Wrath of Aeshir.''' (CHA/Recoup) When you deal elemental damage, add your CHA to the damage..
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Pucks Pernicious Pleasure'''
|'''Puck's Pernicious Pleasure'''
|Fae Magic II
|Fae Magic II
|Gain the Puck’s Pernicious Pleasure ability.
|Gain the Puck’s Pernicious Pleasure ability.


* '''Puck’s Pernicious Pleasure.''' (CHA/Rest) When you make a magic attack against a single creature, if you hit it, you can also make it Charmed for 1 min or until you or one of your allies damage it.
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
Line 457: Line 482:
|Gain the Claws of Kleppar ability.
|Gain the Claws of Kleppar ability.


* '''Claws of Kleppar.''' (CHA/Rest) Gain a climb speed equal to your walking speed for 1 hour.
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
| '''Strack’s Stoicism'''
| '''Strack’s Stoicism'''
|Okart’s Skin or Claws of Kleppar
|Okart’s Skin or Claws of Kleppar
|Whenever making checks to resist the natural effects of cold, roll 2d20 and take the higher.
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Fae Magic III'''
|'''Fae Magic III'''
|Wrath of Aeshir or Strack’s Stoicism
|Wrath of Aeshir or Strack’s Stoicism
|(1/Rest) You can cast [[Polymorph]] without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.  
|Gain the Polymorph ability.
 
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.
 
If you do not know this spell, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
Line 477: Line 506:
|'''Cedrian’s Communion'''
|'''Cedrian’s Communion'''
|Boon of Daropmet or Edmari’s Emotional Emancipation
|Boon of Daropmet or Edmari’s Emotional Emancipation
|Gain the Cedrian’s Communion ability.
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.
 
* '''Cedrian’s Communion.''' When you Recoup and are in direct sunlight or touching a coniferous tree that is, then you gain Shield HP equal to your CHA.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Yasheri’s Explosion'''
|'''Yasheri’s Explosion'''
|Cedrian’s Communion or Gift of Gusper
|Cedrian’s Communion or Gift of Gusper
|(CHA/Rest) When you cast a Primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.
|Gain the Yasheri’s Explosion ability.
 
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Edmari’s Emotional Emancipation'''
|'''Edmari’s Emotional Emancipation'''
|Magic III
|Fae Magic III
| Gain +2 Skill Points that you can spend on any skills with the influence tag.
|Gain +2 Skill Points that you can spend on any skills with the influence tag.
Gain the Edmari’s Emotional Emancipation ability.  


* '''Edmari’s Emotional Emancipation.''' (1/Rest) You can cast Relaxing Presence without spending SP. If you do not know this spell, this is the only way you can cast it until you learn it.
Gain the Edmari’s Emotional Emancipation ability.
 
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.
 
If you do not know this spell, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
Line 499: Line 531:
|Gain the Gift of Gusper ability.
|Gain the Gift of Gusper ability.


* '''Gift of Gusper.''' (CHA/Rest) Gain a swim speed equal to your walking speed for 1 hour.
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Wythen’s Protection'''
|'''Wythen’s Protection'''
|Cedrian’s Communion or Gift of Gusper
|Cedrian’s Communion or Gift of Gusper
|Gain Resist Necrotic 2.
|Gain Resist Necrotic +2.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Fae Magic IV'''
|'''Fae Magic IV'''
|Yasheri’s Explosion or Wythen’s Protection
|Yasheri’s Explosion or Wythen’s Protection
|(1/Rest) You can cast [[Summon Monster]] without spending SP, you cannot upcharge it. If you do not know this spell, this is the only way you can cast it until you learn it.  
|Gain the Summon Monster ability.
 
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.
 
If you do not know this spell, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Petsina Conclave’s Perception'''
|'''Letspina Conclave’s Perception'''
|Fae Magic IV
|Fae Magic IV
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog and heavy underbrush.
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Pashak Conclave’s Passage'''
|'''Pashak Conclave’s Passage'''
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity
|Gain the Pashak Conclave’s Passage ability.
|Gain the Pashak Conclave’s Passage ability.


* '''Pashak Conclave’s Passage.'''  (CHA/Rest) When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
Line 528: Line 564:
|Gain the Ashyidir Conclave’s Affinity ability.
|Gain the Ashyidir Conclave’s Affinity ability.


* '''Ashyidir Conclave’s Affinity.''' (CHA/Rest) Choose one elemental type. Gain Affinity to that type for 1 hour..
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
| '''Stravon Conclave’s Serenit'''
| '''Stravon Conclave’s Serenity'''
|Fae Magic IV
|Fae Magic IV
| Gain +2 Skill Points that you can spend on any skills with the influence tag.  
|Gain +2 Skill Points that you can spend on any skills with the influence tag.
 
Gain the Stravon Conclave’s Serenity ability.
Gain the Stravon Conclave’s Serenity ability.


* '''Stravon Conclave’s Serenity.''' (1/Rest) You can cast [[Reorient]] without it counting against the number of invocations you can cast in a day. If you do not know this invocation, this is the only way you can cast it until you learn it.
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.
 
If you do not know this invocation, this is the only way you can cast it until you learn it.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Shibmar Conclave's Splendor'''
|'''Shibmar Conclave's Splendor'''
|Petsina Conclave’s Perception or Stravon Conclave’s Serenity
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity
|Gain the Shibmar Conclave’s Splendor ability.
|Gain the Shibmar Conclave’s Splendor ability.


* '''Shibmar Conclave’s Splendor.''' (CHA/Rest) Sprout eagle wings and gain fly speed equal to your walking speed for 1 min.
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Vertumna Conclave’s Veneration'''
|'''Vertumna Conclave’s Veneration'''
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor
|Gain Resist 3 Frightened.
|Gain Resist Frightened +3.
|''Witch, Fae''
|''Witch, Fae''
|-
|-
|'''Friend of the Fae'''
|'''Friend of the Fae'''
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.  
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.
You learn the [[Summon Fae]] spell if you did not already know it. It costs you 20 fewer SP to cast.
 
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.


Gain the Faefriend ability.
Gain the Faefriend ability.


* '''Faefriend.''' (1/Rest) When you cast [[Summon Fae]], you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.  
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.
** '''Level 30:''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML10 or lower.
 
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.
|''Witch, Fae, '''Capstone'''''
|''Witch, Fae, '''Capstone'''''
|}
|}


=== Familiar Track ===
=== Familiar Track ===
[[File:Familiar Track.png|thumb|345x345px|Familiar Track Progression]]
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talents
!Talents
Line 581: Line 622:
|Gain the Flock of Familiars ability.
|Gain the Flock of Familiars ability.


* '''Flock of Familiars.''' (2/Rest) You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action or one of them can take a different action
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
Line 594: Line 635:
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.


* '''Evolution.''' (2/Rest) When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.
* '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:  
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:
** ''Flying'': +5 ft to Help range
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.
** ''Crawling'': +1 to defending you with Ward
*** '''''Flying:''''' +5 ft to Help range.
** ''Hunting'': +1 to attack and damage  
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution II'''
|'''Evolution II'''
|Evolution
|Evolution
|When you use the Evolution ability, you can choose Evolve 2.  
|When you use the Evolution ability, you can choose Evolve 2.


* '''Evolve 2:''' The familiar is two sizes larger. Familiars that are two Sizes larger gain the benefits below:  
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:
** ''Flying'': +10 ft to Help range
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.
** ''Crawling'': +2 to defending you with Ward
** '''''Flying:''''' +10 ft to Help range.
** ''Hunting'': +1 to attack and damage, and +1 damage die size (e.g., from 1d4 to 1d6)
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement'''
|'''Familiar Enhancement'''
|Familiar 3
|Familiar 3
|(2/Rest) Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the "Enhancement" prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.
 
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
| '''Flock of Familiars III'''
| '''Flock of Familiars III'''
|Familiar Enhancement, Flock of Familiars II
|Familiar Enhancement, Flock of Familiars II
|When you use Familiar Enhancement and have Flock of Familiars active, apply the bonus to all of your familiars of the same type as your primary familiar.
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
Line 635: Line 678:
|When you use the Evolution ability, you can choose Evolve 3.
|When you use the Evolution ability, you can choose Evolve 3.


* '''Evolve 3''': The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as Mounts with 1 MCAP
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution IV'''
|'''Evolution IV'''
|Evolution III
|Evolution III
|When your familiar is large enough to be a mount, it has 2 MCAP and grants you one MCAP option based on its type:  
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:


* ''Flying'': '''Clutch'''. (1/Round) 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to 1⁄2 its speed.
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.
* ''Crawling'': '''Fangs'''. (1/Round) 1 MCAP; +DEX vs FORT. '''Hit:''' 1d6 toxic.
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.
* ''Hunting'': '''Roar'''. (1/Round) 1 MCAP; ''Reach 5 ft Natural Weapon,'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
Line 654: Line 697:
|'''Familiar Enhancement II'''
|'''Familiar Enhancement II'''
|Familiar 7
|Familiar 7
|Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the " Enhancement" or the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or both selections, provided it is the right kind of familiar.  
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.
Familiar Enhancements become 2/Recoup.
 
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VI'''
|'''Flock of Familiars  VI'''
|Familiar Enhancement II, Flock of Familiars V
|Familiar Enhancement II, Flock of Familiars V
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VII'''
|'''Flock of Familiars  VII'''
|Flock of Familiars VI
|Flock of Familiars VI
|When using Familiar Enhancement, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars  VIII'''
|'''Flock of Familiars  VIII'''
|Flock of Familiars VII
|Flock of Familiars VII
|(2/Rest) When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.
|Gain the Throng ability.
 
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
Line 677: Line 723:
|When you use the Evolution ability, you can choose Evolve 4.
|When you use the Evolution ability, you can choose Evolve 4.


* '''Evolve 4:''' The familiar is four sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:  
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:
** ''Flying'': The Clutch ability allows the Flying Familiar to move up to its speed.
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.
** ''Crawling'': Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.
** ''Hunting'': Roar causes the Frightened condition for the duration.
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution VII'''
|'''Evolution VII'''
|Evolution VI
|Evolution VI
|Gain the Strengthen Familiar ability.  
|Gain the Strengthen Familiar ability.


* '''Strengthen Familiar.''' (2/Rest) When you evolve a creature, you can increase one of its attributes by 3, one by 2, and one by 1.
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution VIII'''
|'''Evolution VIII'''
|Evolution VII
|Evolution VII
|Gain an additional Familiar Enhancement option, choosing from any Enhancement.
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement III'''
|'''Familiar Enhancement III'''
|Familiar 11
|Familiar 11
|Choose one Familiar Enhancement from the ''Familiar Enhancement'' table with the " Enhancement" or  the “Enhancement II” prerequisite; you learn that selection. By spending 3 AP on your familiar as though summoning it, when using Enhance, you can apply one or more selections, provided it’s the right kind of Familiar.
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.
Enhancements become 2/Catch Breath.
 
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.
 
Enhance becomes 2/Catch Breath.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Flock of Familiars IX'''
|'''Flock of Familiars IX'''
|Familiar Enhancement III, Flock of Familiars VIII
|Familiar Enhancement III, Flock of Familiars VIII
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your Familiars act, all three of them may take one action of their choice.
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
Line 713: Line 762:
|'''Flurry of Familiars'''
|'''Flurry of Familiars'''
|Flock of Familiars X
|Flock of Familiars X
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly  
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.
 
Gain the Flurry of Familiars ability.
Gain the Flurry of Familiars ability.


* '''Flurry of Familiars.''' (1/Recoup) When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a Swarm with ML 6 or lower. The swarm lasts for 10 mins or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.
** '''Level 30:''' All three of your familiars are now permanently summoned.
* '''''Level 30:''''' All three of your familiars are now permanently summoned.
|''Witch, Familiar, '''Capstone'''''
|''Witch, Familiar, '''Capstone'''''
|-
|-
|'''Evolution IX'''
|'''Evolution IX'''
|Familiar Enhancement III, Evolution VIII
|Familiar Enhancement III, Evolution VIII
|(2/Recoup) Strengthen Familiar becomes: Increase one Attribute by 4, one by 2, and two Attributes by 1 each.
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution X'''
|'''Evolution X'''
|Evolution IX
|Evolution IX
|You can change your familiar’s form every time you Catch your Breath. Furthermore, your Familiar Enhancements have no recharge and you can use them indefinitely.
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Apex Evolution'''
|'''Apex Evolution'''
|Evolution X
|Evolution X
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.
Gain two additional Familiar Enhancements from the ''Familiar Enhancements'' table. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.


* '''Level 30:''' Your familiar gains independence from your magical energy and will live on for generations after you’re gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.
 
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.
|''Witch, Familiar, '''Capstone'''''
|''Witch, Familiar, '''Capstone'''''
|}
|}
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|'''Flighty'''  
|'''Flighty'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Flying Familiar gains +5 ft Speed.
|''Repeatable''. Your Flying Familiar gains +5 ft speed.
|-
|-
|'''Prowl'''  
|'''Prowl'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Hunting Familiar gains +5 ft Speed.
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.
|-
|-
|'''Scuttle'''  
|'''Scuttle'''  
|Enhancement  
|Enhancement  
|''Repeatable''. Your Crawling Familiar gains +5 ft Speed.
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.
|-
|-
|'''Great Pounce'''  
|'''Great Pounce'''  
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|'''Talons'''  
|'''Talons'''  
|Enhancement  
|Enhancement  
|Your Flying Familiar gains a Talon attack: (1/Turn) ''Reach 5 ft Natural Weapon'' +DEX vs AR. '''Hit:''' 1d4 sharp damage.
|Your Flying Familiar gains a Talon attack.
 
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.
|-
|-
|'''Underfoot'''  
|'''Underfoot'''  
|Enhancement  
|Enhancement  
|Your Crawling Familiar gains a Trip attack: ''Reach 5 ft Natural Weapon,'' +DEX vs REF. '''Hit:''' Knock a creature Prone. The creature is immune if more than 2 Sizes larger than the familiar..
|Your Crawling Familiar gains a special attack.
 
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.
|-
|-
|'''Carapace'''  
|'''Carapace'''  
|Enhancement II  
|Enhancement II  
|Your Ward feature reduces damage by 2d4.
|The Ward action reduces damage by +1d4.
|-
|-
|'''Eagle Eye'''  
|'''Eagle Eye'''  
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|'''Great Pounce II'''  
|'''Great Pounce II'''  
|Enhancement II, Great Pounce  
|Enhancement II, Great Pounce  
|If you hit with a Great Pounce, knock the target prone.
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.
|}
|}


=== Pagan Attunement Track ===
=== Pagan Attunement Track ===
[[File:Pagan Attunement Track.png|thumb|295x295px|Pagan Attunement Track Progression]]
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
Line 792: Line 847:
|'''Pagan Attunement'''
|'''Pagan Attunement'''
|Witch Entry
|Witch Entry
|Pick one environment from the ''Environment List''. You can Attune to that environment.  
|Pick one environment from the Environment List. You can attune to that environment.
 
Gain the Pagan Attunement ability.
Gain the Pagan Attunement ability.


* '''Pagan Attunement.''' When you finish Taking a Rest, Attune to one environment. When you Recoup in an environment to which you are Attuned, you gain its relevant benefit.
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement II'''
|'''Pagan Attunement II'''
|Pagan Attunement
|Pagan Attunement
|Pick a second environment from the ''Environment List''. You can Attune to that environment.
|Pick a second environment from the Environment List. You can attune to that environment.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement III'''
|'''Pagan Attunement III'''
|Pagan Attunement II
|Pagan Attunement II
|Pick a third environment from the ''Environment List''. You can Attune to that Environment.
|Pick a third environment from the Environment List. You can attune to that environment.
Pagan Attunement becomes: When you complete Taking a Rest, Attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.
 
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement IV'''
|'''Pagan Attunement IV'''
|Pagan Attunement III
|Pagan Attunement III
|''Repeatable.'' Pick one additional environment from the ''Environment List''. You can Attune to that environment.
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.
|''Witch, Pagan Attunement, Repeatable''
|''Witch, Pagan Attunement, Repeatable''
|-
|-
Line 818: Line 875:
|Gain the Hasty Communion ability.
|Gain the Hasty Communion ability.


* '''Hasty Communion.''' (1/Rest) When you Catch your Breath, you may gain the benefit of one of your active environments.  
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement VI'''
|'''Pagan Attunement VI'''
|Pagan Attunement V
|Pagan Attunement V
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of two relevant environments of your choice.
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement VII'''
|'''Pagan Attunement VII'''
|Pagan Attunement VI
|Pagan Attunement VI
|Pick one additional environment from the ''Environment List''. You can Attune to that environment.
|Pick one additional environment from the Environment List. You can attune to that environment.
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment, but can still only gain a maximum of two environmental benefits at once.
 
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|-
|-
|'''Pagan Attunement  VIII'''
|'''Pagan Attunement  VIII'''
|Pagan Attunement VII
|Pagan Attunement VII
|Choose one environment for which you already have Attunement. This choice is permanent.  
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate
Gain the Ultimate Attunement ability for that environment.
 
Attunement ability for that environment.


* '''Ultimate Attunement.''' (1/Rest) When you gain its Attunement benefit, double all numeric values in that ability.
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.
|''Witch, Pagan Attunement''
|''Witch, Pagan Attunement''
|}
|}
Line 847: Line 906:
|-
|-
|'''Aquatic'''
|'''Aquatic'''
|You gain Shield HP equal to your Witch level x1.
|You gain Shield HP equal to your number of Witch talents.
|-
|-
|'''Coastal'''
|'''Coastal'''
|You gain a swim speed equal to your walking speed for the next 2 hours.
|For the next 2 hours, you gain a swim speed equal to your walking speed.
|-
|-
|'''Desert'''
|'''Desert'''
|You become immune to Fatigue from heat exposure for the next 4 hours.
|For the next 4 hours, you become Immune to Fatigue from heat exposure.
|-
|-
|'''Forest'''
|'''Forest'''
Line 859: Line 918:
|-
|-
|'''Grassland'''
|'''Grassland'''
|For the next 1 hour, your speed increases by 5 ft while in combat.
|For the next hour, your speed increases by +5 ft while in combat.
|-
|-
|'''Jungle'''
|'''Jungle'''
Line 871: Line 930:
|-
|-
|'''Swamp'''
|'''Swamp'''
|For the next 4 hours, gain Resist Toxic and Corrosive 5.
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.
|-
|-
|'''Tundra'''
|'''Tundra'''
|You become immune to Fatigue from cold exposure for the next 4 hours.
|For the next 4 hours, you become Immune to Fatigue from cold exposure.
|-
|-
|'''Volcanic'''
|'''Volcanic'''
Line 881: Line 940:


=== Witch's Brew Track ===
=== Witch's Brew Track ===
[[File:Witch's Brew Track.png|thumb|504x504px|Witch's Brew Tack Progression]]
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 890: Line 949:
|'''Witch’s Brew'''
|'''Witch’s Brew'''
|Witch Entry
|Witch Entry
|Each time you Take a Rest, you can use Witch’s Brew.  
|Gain the Witch’s Brew ability.


* '''Witch’s Brew.''' Brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.


These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”  
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”


These potions become impotent after 24 hours.
These potions become impotent after 24 hours.
Line 903: Line 962:
|Gain the Reagent ability.
|Gain the Reagent ability.


* '''Reagent.''' (1/Week) When you make a potion, you may count it as being upcharged one time. This potion is especially potent and only becomes impotent after 7 days.
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew II'''
|'''Witch’s Brew II'''
|Reagent
|Reagent
|The number of potions you can create is equal to ½ your INT (min 2).
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Potion'''
|'''Potion'''
|Witch’s Brew II
|Witch’s Brew II
|You can create potions that replicate occult chants or spells with the charm tag as witch’s brews, following standard Witch’s Brew rules
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Vitality'''
|'''Vitality'''
|Potion
|Potion
|When you make Witch’s Brews, you may choose one brew. That brew also grants 1d8 Shield HP in addition to its normal effects.
|Gain the Vitality ability.
 
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Poison'''
|'''Poison'''
|Witch’s Brew II
|Witch’s Brew II
|You can create poisons that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. These follow standard Witch’s Brew rules
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Antidote'''
|'''Antidote'''
|Poison
|Poison
|You may designate one of your Witch’s Brews as an antidote. Consuming that brew immediately ends the effects of one of your other Witch’s Brews and has no other effects. It is potent for 24 hours.
|Gain the Antidote ability.
 
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew III'''
|'''Witch’s Brew III'''
|Vitality or Antidote
|Vitality or Antidote
|The number of potions you can create is equal to your INT (min 2).
|The number of potions you can brew is equal to your INT (min 2).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Reagent II'''
|'''Reagent II'''
|Witch’s Brew III
|Witch’s Brew III
|Your Reagent ability allows you to make one additional reagent.
|Your Reagent ability allows you to brew one additional Reagent.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew IV'''
|'''Witch’s Brew IV'''
|Reagent II
|Reagent II
|Your Witch’s Brews now become impotent after 48 hours.
|Your potions now become impotent after 48 hours.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Potion II'''
|'''Potion II'''
|Witch’s Brew IV, Potion
|Witch’s Brew IV, Potion
|When you make a potion, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.
|Gain the Hearty Stew ability.
 
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Vitality II'''
|'''Vitality II'''
|Potion II
|Potion II
|This replaces Vitality.
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.
When you make Witch’s Brews, you may choose one brew. That brew also grants 2d8 Shield HP in addition to its normal effects.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Poison II'''
|'''Poison II'''
|Witch’s Brew IV, Poison
|Witch’s Brew IV, Poison
|When a creature drinks a poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Antidote II'''
|'''Antidote II'''
|Poison II
|Poison II
|Each time you create Witch’s Brews, make one antidote for free.
|Each time you brew potions, also make one Antidote.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Witch’s Brew V'''
|'''Witch’s Brew V'''
|Vitality II or Antidote II
|Vitality II or Antidote II
|Gain the Overflowing Cauldron ability.  
|Gain the Overflowing Cauldron ability.


* '''Overflowing Cauldron.''' (1/Week) You can make a number of Witch’s Brews equal to your Witch level.
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
Line 977: Line 1,041:
|Witch’s Brew V
|Witch’s Brew V
<u>Incompatible</u>: Improvised Brew
<u>Incompatible</u>: Improvised Brew
|Choose one primal or occult spell or chant that you can turn into a Witch’s Brew. Each time you use Witch’s Brew, produce two additional unmodified brews of that choice.
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Signature Brew II'''
|'''Signature Brew II'''
|Signature Brew
|Signature Brew
|Your Signature Brews are each upcharged 1 time if spells, or cast at Occult 7 if chants.
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
Line 988: Line 1,052:
|Witch’s Brew V
|Witch’s Brew V
<u>Incompatible</u>: Signature Brew
<u>Incompatible</u>: Signature Brew
|(1/Rest) When you Recoup, you may change one Witch’s Brew into another Witch’s Brew that you know.  
|Gain the Improvised Brew ability.
 
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
Line 997: Line 1,063:
|-
|-
|'''Reagent III'''
|'''Reagent III'''
|Witch’s Brew 13
|Signature Brew II or Improvised Brew II
|Your Reagent ability allows you to make a number of reagents equal to ½ your INT.
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.
|''Witch, Witch’s Brew''
|''Witch, Witch’s Brew''
|-
|-
|'''Deadly Poison'''
|'''Deadly Poison'''
|Reagent III
|Reagent III
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.  
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.
(1/week) You can make a deadly poison that models the effects of an Occult ritual with the Curse tag or a Disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.  
 
Gain the Deadly Poison ability.
 
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.


* '''Level 30:''' (1/week) You create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.
|''Witch, Witch’s Brew, '''Capstone'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|-
|-
|'''Font of Potions'''
|'''Font of Potions'''
|Reagent III
|Reagent III
|You are known far and wide as a prolific brewer of myriad potions.  
|You are known far and wide as a prolific brewer of myriad potions.
All of your brews now have a 1 month potency.
 
All of your potions now have a 1 month potency.


* '''Level 30:''' Your brews no longer expire.
* '''''Level 30:''''' Your potions no longer expire.
|''Witch, Witch’s Brew, '''Capstone'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|-
|-
|'''Miracle Brew'''
|'''Miracle Brew'''
|Reagent III
|Reagent III
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.  
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.
(1/Week) You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails.  If you succeed, then the potion is potent for 48 hours.  
 
Gain the Miracle Brew ability.


* '''Level 30:''' Your Miracle Brew no longer expires.
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.
* '''''Level 30:''''' Your Miracle Brew no longer expires.
|''Witch, Witch’s Brew, '''Capstone'''''
|''Witch, Witch’s Brew, '''Capstone'''''
|}
|}
<nowiki>*</nowiki>''Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==
[[File:Aranea2.png|thumb|373x373px]]


=== Aranea Track ===
=== Aranea Track ===
Line 1,156: Line 1,230:
|'''Aranea V: Cascading Swarm'''
|'''Aranea V: Cascading Swarm'''
|Aranea IV: Any, Aranea III: Deadly Swarm
|Aranea IV: Any, Aranea III: Deadly Swarm
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders (MythCraft Harker's Playtest)|Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.
|''Witch, Aranea''
|''Witch, Aranea''
|-
|-
Line 1,240: Line 1,314:
|'''Aranea IX: Greater Exoskeleton'''
|'''Aranea IX: Greater Exoskeleton'''
|Aranea VIII: Any, Aranea VII: Exoskeleton
|Aranea VIII: Any, Aranea VII: Exoskeleton
|
|Reduce your Endurance threshold by another 1, as though your END were another 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.
When you are not wearing armor, increase your AR and physical defenses by +3.
|''Witch, Aranea''
|''Witch, Aranea''
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