TEXT: undeFEATable
  25: WITCH 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  3.5 SYSTEM COMPATIBLE
  LPJ9341
  Written By Rahul Kanojia
  NEW FEATS
  BANE SPELL (METAMAGIC)
  Creatures affected by your spells take twice the 
  damage whenever they take bane damage.
  Benefit(s): When a creature takes damage from a 
  bane spell, if that creature failed its save against 
  the spell, that creature takes takes x2 bane damage 
  depending on the creature type selected. The caster 
  of this spell chooses the creature type for the bane 
  damage when preparing the original spell ahead of 
  time or when he first applies the metamagic feat to 
  a spell. Once chosen the creature type may not be 
  changed. The damaged creature must be damaged 
  by a bane effect with the same creature type in 
  order to receive double damage.
  Level Increase: +3 (a bane spells uses up a spell 
  slot 3 levels higher than the spell’s actual level)
  BINDING HEX
  You imbued hexes become so potent that they begin 
  to function more like a curse, or a gift depending 
  on your intentions.
  Prerequisite(s): Major Hex class feature, sleeper 
  hex
  Benefit(s): Your implanted hexes are now perma-
  nent, but the target creature may only possess a 
  number of implanted hexes equal to the casting 
  modifier or the class that grants you the major hex 
  class feature. A creature who has implanted a hex 
  into another creature may activate the implanted 
  hex, even if the creature possessing the implanted 
  hex has traveled onto another plane. Hexes bound 
  in this way replenish their uses daily as the crea-
  ture who implanted them does. An bound hex may 
  only be removed if the creature who implanted the 
  hex chooses to dismiss it or via spell being cast 
  upon its uch as remove curse, miracle or limited 
  wish and wish. 
  Normal: An implanted hex is automatically 
  dismissed if not used after a number of days equal 
  to ½ the class level of the creature of implanted the 
  hex in the class that grants it the hex class feature.
  CONDUIT FAMILIAR
  Your familiar is able to draw on your patron for 
  more power unlocking greater improved abilities
  Prerequisite(s): familiar class feature, patron or 
  spirit class feature
  Benefit(s): Your familiar gains 1 point of DR/
  magic for every 2 levels in the class that grants 
  you your familiar. In addition, your familiar may 
  use the 2nd level patron or spirit spell granted by 
  your patron class feature or spirit class feature, as 
  a spell-like ability usable a number of times per 
  day equal to its Charisma modifier (minimum 1). 
  The familiar also uses its Charisma Modifier for 
  determining the Save DC of the spell like ability 
  granted by this feat.
  CONSUME FAMILIAR 
  Your potent magics modify your body allowing 
  you the ability to swallow your familiar and other 
  small creatures and keep them safe inside of you.
  Prerequisite(s): Ability to cast arcane spells, A 
  tiny sized familiar or smaller
  Benefit(s): You gain the ability to swallow crea-
  tures two size categories smaller than you or less. 
  This functions like the swallow whole monster 
  ability, except any willing creature such as one’s 
  familiar need not be grappled in order to be swal-
  lowed. Once swallowed all creatures except your 
  familiar are dealt acid damage equal to 1d6+your 
  Constitution modifier. Regurgitating your familiar 
  or any other creature is a standard action.
  
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  COUNTERMAND HEX
  Your mastery over your own hexes has gained you even 
  greater insight into countering the hexes of others, even 
  taking control of them for yourself.
  Prerequisite(s): Major hex class feature
  Benefit(s): Whenever you find yourself being targeted by a 
  hex for another creature, and are allowed a saving through 
  as result of that hex. If you succeed in your saving throw 
  against that hex, you may instead force the creature that 
  targeted you with that hex to make a Will save (Save DC 
  equal to 10 + ½ the number of levels taken in the class that 
  grants you the hex class feature + your casting modifier of 
  the class that grants you the hex class feature).
  HEX BURN
  You can transform the power of your hexes to fuel your 
  weaker spells instead.
  Prerequisite(s): Hex class feature
  Benefit(s): Select one hex you possess that has a limited 
  number of uses per day. You may sacrifice a use per day in 
  exchange to regain a spell per day of one of your 1st level 
  spells in the class that grants you the hex class feature. A 
  use of a major hex with limited uses per day, grants you 2 
  extra 1st level spells per day for ever use of the major hex 
  sacrificed in this way.
  HEX CHAIN (TEAMWORK FEAT)
  Your talent with hexes allows you synchronize them your 
  allies who also posses them chaining them together to 
  target a creature in succession.
  Prerequisite(s): Hex class feature, Prepare Hex
  Benefit(s): Whenever a creature possessing this feat uses 
  a hex, as an immediate action, another allied creature 
  possessing this feat may also choose to use a prepared hex. 
  When using a prepared hex as result of an allied creature 
  using a hex, all hexes used as a result of this feat gain a +2 
  bonus to their Save DCs. 
  HEX RICOCHET
  Your hexes are so tenacious that they will not stop even 
  when initially bested, they move onto weaker targets.
  Prerequisite(s): Hex class feature
  Benefit(s): When you target a creature with a hex that 
  has a limited number of uses per day, and that creature 
  succeeds at its saving throw against the hex’s effect, as a 
  swift action, you may instead target another creature within 
  the range of your hex before the end of your next turn.  
  HEX SCROLL
  Through your study, you have unlocked the secret of 
  embedding the power of your hexes into scrolls.
  Prerequisite(s): Hex class feature, scribe scroll 
  Benefit(s): You may scribe a hex scroll. It takes 2 hours 
  to write a scroll of a normal hex. Scribing a scroll  with a 
  Grand Hex takes a 1 day. Writing a hex scroll of a hex with 
  multiple uses per day as a scroll uses 1 use of that hex per 
  scroll written.
  HEX-SHIELD FAMILIAR
  Your familiar’s exposure to your hexes gives it the insight 
  and fortitude to resist the hexes of others, and may even 
  take hexes directed at you.
  Prerequisite(s): familiar class feature, hex class feature
  Benefit(s): Whenever you are targeted by the hex of 
  another creature, you may choose to make that creature 
  subject to a Will save (Save DC equal to 10 + the number 
  of levels taken in the class that grants you the hex class 
  feature + your casting modifier for the class that grants you 
  your familiar and the hex class feature). If the creature fails 
  that Will save, then you familiar now becomes the target of 
  that hex. Your familiar gains an insight bonus equal to your 
  casting modifier in the class that grants you the hex class 
  feature, on saving throws made against that hex.
  HEX SURGE
  You are able to make your hexes more difficult to resist by 
  pooling their power together.
  Prerequisite(s): Major hex class feature
  Benefit(s):  Select one hex that has limited uses per day. 
  Whenever you target a creature with it, you may use up 
  one or more extra uses per day to increase the save DC of 
  that hex by +2 for every use per day sacrificed in this way.
  Special: This feat may be taken multiple times.  Its effects 
  do not stack. Each time, you must select a different hex to 
  apply the effects of this feat to.
  HUNGRY HEX
  Your hexes are so ravenous that they can sap life from the 
  creature unlucky enough to be the target of your fury.
  Prerequisite(s): Hex class Feature
  Benefit(s): Whenever a creature fails a saving throw and 
  is affected by one of your hexes. That creature must make 
  an additional Fortitude save (Save DC equal to 10 + ½ 
  the number of levels taken in the class that grants you the 
  hex class feature + your casting modifier of the class that 
  grants you the hex class feature) If the creature fails that 
  
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  save, you may drain an amount of hp equal to your casting 
  modifier for the class that grants you the hex class feature 
  multiplied by your ½ character level (minimum 1) and use 
  it replenish your own.
  IMBUE HEX
  With this newfound mastery of your hexes you are now 
  capable of imbuing their power into your weapons tempo-
  rarily.
  Prerequisite(s): Hex class feature, Prepare hex
  Benefit(s): Choose a hex that you possess, as a full-round 
  action, you may imbue that hex within a weapon in your 
  possession. The imbued hex stays active within the weapon 
  for a number of days equal to ½ the number of class levels 
  taken in the class that grants you the hex class feature. The 
  hex may be activated as part of the attack action made with 
  the weapon in which it was imbued.
  IMPLANT HEX
  You have achieved a level of mastery over your hexes such 
  that you may imbue them in willing creatures who in turn 
  can use them.
  Prerequisite(s): Hex class feature
  Benefit(s): You may implant a hex into a creature as touch 
  attack. You may do so only on a creature that is willing. 
  This action as no effect on an unwilling creature. The 
  implanted hex may be used by the target creature. The 
  creature possessing the implanted hex uses the casting 
  modifier and class level of the creature who had implanted 
  the hex for the purposes of deciding the values of the hexes 
  effect and and the save DCs associated with that hex. The 
  implanted hex has no maximum distance that the crea-
  ture it was implanted into must be from the creature who 
  implanted it, however it must be used within a number of 
  days equal to ½ the class level of the creature of implanted 
  the hex in the class that grants it the hex class feature.
  INSCRIBE RUNIC HEX
  You have learned the ancient runic scripting techniques 
  and are now able to imbed your hexes into runes, to acti-
  vate them at a time of your choosing.
  Prerequisite(s): Hex class feature
  Benefit(s): You may as a touch attack, inscribe a runic 
  hex onto any surface. This functions like the arcane mark 
  spell. A hex may be preserved as a runic hex for a number 
  of days equal to ½ the number of levels take in the class 
  that grants the hex. The surface on which the runic hex has 
  been inscribed acts as the point of origin for all effects of 
  the hex.
  LINGERING HEX
  Your hexes are so potent that the remain in effect longer 
  than normal.
  Prerequisite(s): Major hex class feature
  Benefit(s): Select one hex that has a duration longer than 
  instantaneous.The duration of that hex is increased by 1/2 
  your level in the class that grants your hex.
  Special: This feat may be taken multiple times.  Its effects 
  do not stack. Each time, you must select a different hex to 
  apply the effects of this feat to.
  PREPARE HEX
  Using Hexes has become truly second nature to you as you 
  can now prepare and hold onto hexes to unleash them at a 
  time of your choosing. 
  Prerequisite(s): Hex class feature
  Benefits(s): You may prepare hexes ahead of time, doing 
  so is a full round action, but you may activate a prepared 
  hex as an immediate action. 
  REPEL HEX
  Repeated exposure to hexes has gained you even greater 
  insight into countering the hexes of others or even repel-
  ling them outright.
  Prerequisite(s): Major hex class feature, Countermand 
  Hex
  Benefit(s): Whenever you make a saving throw against 
  another creature’s hex you may gain a bonus on the saving 
  throw up to your casting modifier in the class in which you 
  have gained the Major hex class feature in. Each time you 
  are targeted by a hex, in which you have already made a 
  successful save against within the same day, you gain an 
  additional insight bonus equal to your casting modifier in 
  the class that grants you the hex class feature, on saving 
  throws made against that hex.
  SLEEPER HEX
  You can imbue hexes into other creatures even against 
  their will and can set off hexes from a distance and at a 
  time of your choosing.
  Prerequisite(s): Hex class feature, Implant Hex
  Benefit(s): You may implant a hex into a creature as touch 
  attack. The targeted creature then must make a Fortitude 
  save (Save DC is the 10 + number of class levels taken 
  in the class that grants you the hex class feature + your 
  casting modifier (minimum 1) for the class that grants you 
  the hex class feature). If the creature is willing, it does 
  not need to make a Fortitude save. If the hex has been 
  implanted into a willing target, that creature may use it 
  
  undeFEATable
  4
  independently of the creature who implanted the hex. If 
  the creature possessing the implanted hex is unwilling, the 
  creature who implanted the hex may use it as an immediate 
  action at a time of their choosing.  The creature possessing 
  the implanted hex uses the casting modifier and class level 
  of the creature who had implanted the hex for the purposes 
  of deciding the values of the hexes effect and and the 
  save DCs associated with that hex. The implanted hex has 
  no maximum distance that the creature it was implanted 
  into must be from the creature who implanted it, however 
  it must be used within a number of days equal to ½ the 
  class level of the creature of implanted the hex in the class 
  that grants it the hex class feature. A creature who has 
  implanted a hex into another creature may not activate the 
  hex if the creature possessing the implanted hex has trav-
  eled onto another plane.
  WEAKENING SPELL (METAMAGIC)
  Your spells can now inflict a mild curse upon their target 
  weakening them.
  Benefit(s): Whenever a creature is affected by a weakening 
  spell that creature is affected by one of the following for a 
  number of rounds to the equal to the spell’s original level.
   
  • 
  -4 decrease to an ability score (minimum 1).
   
  • 
   -2 penalty on attack rolls, saves, ability checks, and 
  skill checks.
   
  • 
   Each turn, the target has a 75% chance to act 
  normally; otherwise, it takes no action.
  Level Increase: +4 (a weakening spell uses up a spell slot 
  4 levels higher than the spell’s actual level.
  WITCH’S HEX-INFUSED BREW
  Instead of brewing potions will spell effects you can 
  instead brew them with the power of your hexes.
  Prerequisite(s): Brew potion or cauldron hex, hex class 
  feature
  Benefit(s): You may brew a hex-infused potion. It takes 
  2 hours to brew such a potion of a normal hex. Brewing a 
  potion infused with a Grand Hex takes a 1 day. Infusing a 
  hex with multiple uses per day into a potion uses 1 use of 
  that hex per potion brewed.
  Normal: You may only implant hexes into willing crea-
  tures as per the implant hex feat.
  VEXING HEX
  Your hexes are so enigmatic or disturbing to behold that 
  creatures are often left dazed or confused.
  Prerequisite(s): Hex class feature
  Benefit(s): Whenever a creature fails a saving throw 
  against one of your hexes, it must make an additional Will 
  save against the same DC. If it fails, it is confused for 
  a number of rounds equal to your level in the class that 
  grants the hex class feature.
  VEXING SPELL (METAMAGIC)
  Your spells possess an innate disturbing, esoteric nature 
  to them that creatures targeted by them are immediately 
  unnerved, even becoming confused.
  Benefit(s): When a creature takes damage from a vexing 
  spell, if that creature failed its save against the spell, it 
  becomes confused for a number of rounds equal to the 
  spell’s original level. If the spell doesn’t allow a save, 
  creatures harmed by it can attempt a Will save (against 
  the same DC the spell would have if it did allow a save) 
  to negate the confused effect. If the spell effect already 
  causes creatures to become confused, on a failed save, add 
  the duration of this metamagic effect to the duration of the 
  confused condition imposed by the spell. 
  Level Increase: +3 (a vexing spell uses up a spell slot 3 
  levels higher than the spell’s actual level.
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Undefeated 25, Copyright 2016, Louis Porter Jr. Design, Inc.
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