Witch: Difference between revisions

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== Familiar Track ==
== Familiar Track ==
{| class="wikitable"
{| class="wikitable"
!Feature
!Talents
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|'''Flock of Familiars'''
|'''Flock of Familiars'''
|Adaptive
|Adaptive
Incompatible: Evolution
<u>Incompatible</u>: Evolution
|Gain the Flock of Familiars ability.
|Gain the Flock of Familiars ability.


* <u>Flock of Familiars</u> (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.
* <u>Flock of Familiars</u>: (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. You regain all expended uses when you Take a Rest.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|'''Evolution'''
|'''Evolution'''
|Adaptive
|Adaptive
Incompatible: Flock of Familiars
<u>Incompatible</u>: Flock of Familiars
|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.


* <u>Evolution</u> (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: Flying: +5 ft to Help range Crawling: +1 to defending you with Ward Hunting: +1 to attack and damage
* <u>Evolution</u>: (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. You regain all expended uses when you Take a Rest.
* <u>Evolve 1</u>: 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 defending you with Ward  
** ''Hunting'': +1 to attack and damage  
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution II'''
|'''Evolution II'''
|Evolution
|Evolution
|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: Flying: +10 ft to Help range Crawling: +2 to defending you with Ward Hunting: +1 to attack and damage, and +1 damage diesize (e.g., from 1d4 to 1d6)
|When you use the Evolution ability, you can choose Evolve 2.  
 
* <u>Evolve 2</u>: 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 defending you with Ward  
** ''Hunting'': +1 to attack and damage, and +1 damage die size (e.g., from 1d4 to 1d6)
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancemen'''
|'''Familiar Enhancement'''
|Familiar 3
|Familiar 3
|Choose one Familiar Enhancement; 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. (2/Rest)
|(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. You regain all expended uses when you Take a Rest.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|'''Evolution III'''
|'''Evolution III'''
|Familiar Enhancement, Evolution II
|Familiar Enhancement, Evolution II
|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.
* <u>Evolve 3</u>: 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: Flying: Clutch. 1/Round, 1 MCAP to 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; +DEX vs FORT. Hit: 1d6 toxic. Hunting: Roar. 1/Round, 1 MCAP; +AWR vs WILL. Hit:Target is Shaken until the end of their next turn.
|When your Familiar is large enough to be a mount, it has 2 MCAP and grants you one MCAP option based on its type:  
 
* ''Flying'': '''Clutch'''. 1/Round, 1 MCAP to 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; +DEX vs FORT. Hit: 1d6 toxic.  
* ''Hunting'': '''Roar'''. 1/Round, 1 MCAP; +AWR vs WILL. Hit:Target is Shaken until the end of their next turn.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement II II'''
|'''Familiar Enhancement II'''
|Prerequisites: Familiar 7
|Familiar 7
|Choose one Familiar Enhancement from the original enhancement options or from new options with the “Familiar 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’s the right kind of Familiar. Familiar Enhancements become 2/Recoup.
|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’s the right kind of Familiar.  
Familiar Enhancements become 2/Recoup.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|'''Flock of Familiars  VIII'''
|'''Flock of Familiars  VIII'''
|Flock of Familiars VII
|Flock of Familiars VII
|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. (2/Rest)
|(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. You regain all expended uses when you Take a Rest.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|Familiar Enhancement II, Evolution V
|Familiar Enhancement II, Evolution V
|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: Flying: The Clutch ability allows the Flying Familiar to
* <u>Evolve 4</u>: The familiar is four sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:  
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. Hunting: Roar causes the Frightened condition for the duration.
** ''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.  
** ''Hunting'': Roar causes the Frightened condition for the duration.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Evolution VII'''
|'''Evolution VII'''
|Evolution VI
|Evolution VI
|(2/Rest) Gain the Strengthen Familiar ability. Strengthen Familiar: When you evolve a creature, you can increase one of its [[Attributes]] by 3, one by 2, and one by 1.  
|Gain the Strengthen Familiar ability.  
 
* <u>Strengthen Familiar</u>: (2/Rest) When you evolve a creature, you can increase one of its [[Attributes]] by 3, one by 2, and one by 1. You regain all expended uses when you Take a Rest.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
|'''Familiar Enhancement III III'''
|'''Familiar Enhancement III'''
|Familiar 11
|Familiar 11
|Choose one Familiar Enhancement from the original enhancement options or from the Enhancement 2 options; 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. Enhancements become 2/Catch Breath.
|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.
Enhancements become 2/Catch Breath.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|-
|-
|'''Flurry of Familiars'''
|'''Flurry of Familiars'''
|Prerequisites: 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 the Flurry of Familiars ability.
|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 the Flurry of Familiars ability.


* <u>Flurry of Familiars</u>'''.''' (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 ML6 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.  
* <u>Flurry of Familiars</u>: (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 ML6 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.
* Level 30: All three of your familiars are now permanently summoned.
** <u>Level 30</u>: 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
|Strengthen Familiar becomes: Increase one Attribute by 4,one by 2, and two Attributes by 1 each. (2/Recoup)
|(2/Recoup) Strengthen Familiar becomes: Increase one Attribute by 4,one by 2, and two Attributes by 1 each. You regain all expended uses when you Recoup.
|''Witch, Familiar''
|''Witch, Familiar''
|-
|-
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|'''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]]. Gain 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.
|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.


* <u>Level 30</u>: 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 anew creature if it deems the creature worthy.
* <u>Level 30</u>: 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 anew creature if it deems the creature worthy.
|''Witch, Familiar, Capstone''
|''Witch, Familiar, '''Capstone'''''
|}
|}


=== Familiar Enhancements ===
=== Familiar Enhancements ===
{| class="wikitable"
{| class="wikitable"
!Talent Name
!Enhancement
!PreReq
!PreReq
!Discreption
!Description
|-
|-
|'''Flighty'''  
|'''Flighty'''  
|Enhancement  
|Enhancement  
|Repeatable
|''Repeatable''. Your Flying Familiar gains +5 ft Speed.
Your Flying Familiar gains +5 ft Speed.
|-
|-
|'''Prowl'''  
|'''Prowl'''  
|Enhancement  
|Enhancement  
|Repeatable
|''Repeatable''. Your Hunting Familiar gains +5 ft Speed.
Your Hunting Familiar gains +5 ft Speed.
|-
|-
|'''Scuttle'''  
|'''Scuttle'''  
|Enhancement  
|Enhancement  
|Repeatable
|''Repeatable''. Your Crawling Familiar gains +5 ft Speed.
Your Crawling Familiar gains +5 ft Speed.
|-
|-
|'''Great Pounce'''  
|'''Great Pounce'''  
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{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
|'''Dark Magic'''
|'''Dark Magic'''
|Witch Entry
|Witch Entry
|Each time you take this talent, choose two spells, invocations, or rituals from the Dark 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 Dark 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 feature (either Primal or Occult) and you may cast these spells as Witch spells.
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. When casting Hex spells, spend the normal amount of SP. You cannot Upcharge Hex spells without additional talents.
{| class="wikitable"
|+
!Witch Level
!Hex Spells
|-
|2
|
* [[Charm Person]] ([[Psionic]])
* [[Commandment]] ([[Divine]]),
* [[Creeping Fear]] (Primal)
* [[Decay]] ([[Arcane]])
* [[Flay]] (Arcane)
* Hex of Hemophilia (Occult)
|-
|4
|
* [[Hex of Lethargy]] (Occult)
|-
|8
|
|-
|13
|
|-
|22
|
|}
|''Witch, Dark Hex, Repeatable''
|''Witch, Dark Hex, Repeatable''
|-
|-