TEXT: Advanced Feats: The Witch's Brew
  TM
  
  1
  Advanced Feats: The Witch's Brew
  Designer  Sigfried Trent
  Editor  Scott Gable
  Artist  Christophe Swal
  Graphic Designers  Anne Trent, Matt Widmann
  Publisher  Wolfgang Baur
  ©2010 Open Design LLC. All rights reserved.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See  
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  www.koboldquarterly.com
  The feats in the "30 New Feats for Witches" section are open content.
  All other material — including descriptions, proper names, characters, 
  story elements, designer's notes, setting material, flavor text, and society 
  information — is product identity.
  Contents
  Introduction ......................................................................2
  Examining the Witch .......................................................2
  30 New Feats for The Witch ........................................3
  Character Builds.............................................................10
  Witch Build: Arch-Witch ..............................................10
  Witch Build: White Witch ...........................................11
  Witch Build: Wicked Witch ........................................12
  
  2
  Introduction
  More than just a list of feats, Advanced Feats: The Witch’s 
  Brew stirs together new feats with the insight and expertise 
  needed to create vivid and powerful witches full of magic and 
  mystery. With a class breakdown, 30 new feats, 
  and character builds showing you how to 
  put it all together, the Advanced Feats 
  series takes character building to a 
  higher level.
  The Advanced Feats series 
  takes the idea of a feats 
  supplement to a new level. 
  Instead of providing a dry list of 
  feats, Advanced Feats helps you put 
  them into context to build interesting and 
  powerful characters. For the advanced player, 
  we hope to spark your imagination. For the casual player, 
  we hope to show you the path to making fun characters. 
  For the GM, Advanced Feats provides feats that your 
  players can use without slowing down or unbalancing your 
  adventures.
  Advanced Feats draws heavily upon the Netbook of 
  Feats, an Open Gaming License (OGL) publication for 
  feats in the d20 system. As its chief editor, I have more 
  than 10 years of experience crafting and editing feats for 
  playability, accuracy, and balance. Before publication, 
  feats in the Netbook of Feats are reviewed by a panel of 
  experienced rules experts, and only a select number are 
  accepted for publication. 
  Advanced Feats takes this a step further by 
  selecting the best and most applicable feats for the 
  class highlighted. Each feat in this book has been either 
  carefully re-worked to be fully compatible with the 
  Pathfinder Roleplaying Game or created specifically for 
  this book based on the new Advanced Player’s Guide 
  classes.
  Examining the Witch
  The witch is a very powerful, full-blooded spellcaster 
  that strongly evokes all the stories and legends 
  surrounding its name. Between their rich spell list 
  and their near limitless use of hexes, the witch is a 
  veritable fountain of powerful magic effects and 
  more than a match for any wizard or sorcerer. 
  This examination assumes you have already 
  read the class itself; if you haven’t reviewed 
  it yet, take a look before getting started 
  here.
  Expanded Options and Builds
  for the Witch
  
  3
  Advanced Feats: The Witch's Brew
  Skills
  The witch’s skill list is typical for a caster, but it mixes 
  both arcane and divine staples. Intimidate stands out as 
  an unusual but flavorful social skill. Use Magic Device is 
  a bit weaker for a witch than for other classes as there are 
  few spell-based items they cannot already take advantage 
  of. While the witch gets only the minimum skill ranks, 
  having Intelligence as their casting stat means they will 
  likely have a fair number of skills regardless.
  Summary
  Witches are real magical powerhouses. They have a huge 
  range of spells and unlimited use of hexes but almost 
  nothing else to attack or defend with. If you want to 
  play a character that does a lot of spellcasting and never 
  wants for a strong magical effect, they are an excellent 
  choice. 
  30 New Feats for The Witch
  While the following feats are especially useful for 
  witches, most can be chosen by any PC. The exceptions 
  are, of course, those that have a witch class features as a 
  requirement.
  Ability Damage Resistance
  You reduce the amount of ability damage taken.
  Benefit: You reduce all ability damage you suffer by 2 
  points.
  Special: The benefit does not apply to any self-
  induced ability damage, nor does it apply to affects 
  which “reduce” an ability score.
  Counterspell Feedback
  Your counterspells cause your victim to take force 
  damage.
  Prerequisite: Improved Counterspell
  Benefit: When you successfully counter a spell, the 
  caster of the spell takes force damage equal to 1d4 force 
  damage/level of the spell countered.
  Commentary—Comparing its risk and reward, 
  counterspelling is often not worthwhile. You have to 
  give up a guaranteed action for the mere possibility of 
  nullifying an opponent’s action. With Counterspell 
  Feedback, if your bet pays off, you get more than a zero 
  sum gain.
  Craft Magic Tattoo [Item Creation]
  You can create magical tattoos that duplicate the 
  effects of a single spell.
  Prerequisite: CL 9th. 
  Benefit: You can create a magical tattoo that grants a 
  spell-like ability to its wearer. Any spell you know can be 
  turned into a tattoo. 
  Spellcasting
  At the heart of any spellcasting class is its spell list, 
  and the witch supports an impressively diverse array of 
  options. Spells from every school can be found there 
  with a mix of healing, damage dealing, summoning, 
  slaying, cursing, and travel. When you consider that they 
  also get to select a set of themed patron spells, a witch 
  can be nearly any kind of spellcaster you can imagine.
  If you have played a wizard, you will find the witch to 
  be very similar. Its spell progression is identical and both 
  gain a few spells automatically as they level while being 
  able to add more as they discover them in the course of 
  adventuring or through trade.
  The differences between the two classes are mostly 
  found in their granted at-will abilities with the witch 
  being more of a generalist and having more potent 
  powers and the wizard being more focused but getting a 
  number of bonus feats.
  Witch’s Familiar
  The witch’s familiar is little different than a wizard’s 
  with the exception that it also serves as a kind of living 
  spellbook for the witch. Witches should think twice 
  before sending their familiars into dangerous situations, 
  for they risk losing most of their known spells. Many of 
  the new feats in Advanced Feats: The Witch’s Brew make 
  the familiar a more useful companion in combat. As it 
  stands, the familiar is often more of a liability than an 
  asset in battle
  Hexes
  Hexes are what make the witch class really feel like the 
  various legends. They provoke no attacks of opportunity, 
  require no concentration rolls, suffer no spell failure, 
  can’t be countered, and in short, have almost none of the 
  disadvantages of spells. 
  On the other hand, they cannot be augmented or 
  otherwise affected by metamagic or spell-enhancing 
  items, so their power is relatively fixed.
  A witch gains a full 11 hexes by 20th level, which is 
  a pretty good selection of at-will powers to have on tap. 
  The witch is unlikely to run out of useful spell effects in 
  combat, and this makes it one of the most diverse classes 
  in the game. 
  Defenses
  Witches have little to recommend them as bastions 
  of defense. They have the smallest HD for Pathfinder 
  Roleplaying Game classes, so hp are few. Their only 
  strong save is Will, and they have no class abilities that 
  affect saving throws directly. However, their spell list 
  contains a decent array of defensive magic, and they have 
  access to healing magic. Witches caught unprepared or 
  in situations where casting is marginalized quickly find 
  themselves in dire straits.
  
  Advanced Feats: The Witch's Brew
  4
  Feat Name
  Prerequisites
  Benefit
  Ability Damage Resistance
  —
  Reduce all ability damage by 2 points
  Counterspell Feedback
  Improved Counterspell
  Damage casters when countering their spells
  Craft Magic Tattoo
  CL 9th
  Tattoo yourself and others with spell effects
  Delay Spell
  —
  Delay the effect of a spell
  Discriminating Spell
  5 ranks in Knowledge (arcana) 
  Alter a spell to affect or not affect a chosen race or 
  creature type
  Dispel Mastery
  —
  +3 bonus to dispel checks
  Expert Healing
  3 ranks in Heal 
  Heal 1d4 damage using a healer’s kit
  Extra Familiar
  Ability to acquire a familiar
  Summon an additional familiar
  Familiar Concentration
  Ability to acquire a familiar
  Familiar can maintain spell concentration
  Familiar Development
  Ability to acquire a familiar
  Familiar gains abilities as if 2 levels higher
  Familiar Feat
  Ability to acquire a familiar
  Familiar learns a feat
  Familiar Focus
  Ability to acquire a familiar
  Familiar’s abilities are based on your character level
  Familiar Range Extension
  Ability to acquire a familiar
  Familiar’s range extends to 100 miles
  Familiar Reincarnation
  Witch’s familiar class feature
  New familiars know the spells of former familiars
  Familiar Training
  Ability to acquire a familiar
  Familiar can utilize your feats
  Guarded Casting
  Combat Casting, BAB +3 
  Fight defensively while casting spells and activating  
  magic items
  Hexing Familiar
  Major hex class feature, 
  witch’s familiar class feature 
  Familiar performs hexes 
  Improved Caster Level
  Ability to cast spells
  Increase CL by 4, up to character level
  Infer Spell
  Spellbook or witch’s familiar
  Learn spells from spell trigger or spell completion magic 
  items
  Linked Resistance
  Ability to acquire a familiar
  Gain your familiars spell resistance for 1d4 rounds
  Mass Effect Spell
  —
  Single target spells affect multiple targets
  Opportunity Counterspell
  Quicken Spell, 15 ranks in 
  Spellcraft 
  Counterspell without a readied action
  Potent Hex
  Hex class feature
  +1 to hex DC
  Rememorize
  —
  Change a prepared spell in 1 hour
  Robust Health
  Con 13
  +4 to saves against poison and disease
  Seduction
  Cha 13
  Gain bonus to Bluff, Diplomacy, and Charm spells
  Serve Two Masters
  CL 11th, Extra Familiar, witch’s 
  familiar class feature 
  Gain a second set of patron spells
  Signature Focus
  Eschew Materials
  Create an expensive item that replaces costly spell 
  components
  Soul Mate
  —
  Sense when your soul mate is in danger and gain a bonus 
  to skill checks used on them
  Touch Mastery
  BAB +1
  Use spellcasting ability score on touch attacks
  Usurp Spell
  10 ranks in Spellcraft 
  Gain benefits of spell countered
  
  5
  Advanced Feats: The Witch's Brew
  could use such a spell as a convincing threat: “This room 
  will be a fiery tomb in 5 seconds, flee now!"
  Discriminating Spell (Metamagic)
  You can protect or target one race or creature type from 
  the effects of your spells.
  Prerequisite: 5 ranks in Knowledge (arcana). 
  Benefit: You can select one race or creature type, 
  chosen at the time of casting, to be completely immune 
  to the effects of your spell. Alternatively, you can elect to 
  target your spell against a chosen race or creature type, 
  causing only that specific race or creature type to be 
  affected by your spell. A discriminating spell uses up a 
  spell slot 2 levels higher than the spell’s actual level.
  Special: You cannot name specific individuals, only 
  races and creature types recognized by the game or GM. 
  For instance, you cannot name Zandor the dragon over 
  there by the hill, but you could name dragons—or white 
  dragons. You must use names or types commonly used 
  in the rules or approved by your GM. 
  Commentary—The potency of this depends a bit 
  on factors beyond your control as a player, but often 
  adventures are themed, so you can, to some extent, 
  predict what kinds of creatures you will face. The most 
  practical use is to exclude the race of an ally. 
  This feat cuts both ways, of course. A clever GM 
  could use it as a great monster feat on an enemy caster 
  with a hatred for a particular adventuring race.
  Dispel Mastery
  You are an expert at dispelling spells.
  Benefit: You receive a +3 bonus to all dispel checks.
  Expert Healing
  You can use a healing kit to heal damage.
  Prerequisite: 3 ranks in Heal. 
  Benefit: You may treat recent injuries received by 
  living corporeal creatures by expending one use of a 
  healer’s kit and taking 1 minute (10 rounds) to treat the 
  creature, healing 1d4 hp damage (DC 20). You may 
  heal an additional 1d4 for each 10 points by which you 
  exceeded the target number on your skill check. You 
  may not heal more damage than the target has taken in 
  the previous 10 minutes. A given target may receive 1 
  healing/10 minutes.
  Notes: A full healer’s kit contains 10 uses.
  Commentary—This is what most new players expect 
  the Heal skill to do, and I think having it allows you 
  to make a naturalist healer rather than a spellcaster if 
  that is what you want to play. It’s not enough to steal 
  the spotlight from a real healer. Along with the witch’s 
  healing curse, this can help make a witch into a strong 
  party healer.
  The base price of a tattoo is the spell’s level squared × 
  2,000 gp. A tattoo takes 1 day (8 hours work) to craft for 
  each 1,000 gp of its base price. You must spend 1/2 the 
  base price in raw materials. If the spell requires material 
  components with a gp value, you must spend 50 × that 
  much on raw materials in addition to the base materials 
  cost. 
  The recipient of a tattoo permanently loses 1 point of 
  Constitution for as long as they have the tattoo. 
  Activating a magic tattoo is a full round action that 
  provokes an attack of opportunity. A magic tattoo can 
  be activated 1/day (DC 10 + spell level; CL minimum 
  required to cast the spell). 
  A magic tattoo can be permanently removed using 
  a remove curse spell on a willing subject, mage’s 
  disjunction, or wish. A magic tattoo loses its power if the 
  wearer dies, even if resurrected or raised from the dead. 
  If a magic tattoo is removed, the user regains the lost 
  point of Constitution.
  Commentary—The rules have some nice guides 
  for pricing magic items which were used as a general 
  guideline for this feat. The ability to give nearly any 
  character nearly any spell is quite powerful, but it also 
  opens up great roleplaying and character customization 
  possibilities. The spell is also one the party has access to 
  regardless, so it’s not likely to be unbalancing.
  Delay Spell (Metamagic)
  You may delay the effect of a spell you cast.
  Benefit: When you cast a delayed spell, you may 
  specify 1–5 rounds. When that number of rounds has 
  passed, the spell takes effect at the beginning of your 
  turn. You may cause the spell to take effect earlier 
  than initially selected by taking a standard action that 
  provokes an attack of opportunity. Only area, personal, 
  and touch spells can be delayed. 
  Any decisions you would make about the delayed 
  spell, including attack rolls, designating targets, or 
  determining or shaping an area, are decided when the 
  spell is cast. Any effects resolved by those affected by 
  the spell, including saving throws, are decided when the 
  delay period ends. h
  A delayed spell can be dispelled normally during 
  the delay and can be detected normally with spells or 
  abilities that can detect spell effects. A delayed spell 
  takes up a spell slot 2 levels higher than the spell’s actual 
  level.
  Commentary—Delay Spell has some interesting uses 
  for the strategic planner. For instance, heals can be cast 
  before injuries are sustained, so you could be healed in 
  the thick of a fight without having to stop fighting. 
  Area spells can be cast and then a coordinated retreat 
  arranged, leaving the enemy to take the brunt of it. You 
  
  Advanced Feats: The Witch's Brew
  6
  Special: If you have more than one familiar you must 
  choose which one this feat applies to.
  Commentary—Sacrificing a feat for your familiar is 
  probably not a power play, but with a huge range of feats, 
  you can probably find one that will give them a leg—or a 
  wing—up on surviving or being useful in combat.
  Familiar Focus
  You compensate for any lack in focus when developing 
  your familiar
  Prerequisite: Ability to acquire a familiar.
  Benefit: The abilities of your familiar are now based 
  on your character level, not your class level.
  Commentary—The witch is not a bad casting class 
  to multi-class thanks to its wide range of spellcasting. 
  Even splashing the class for the healing hex could be of 
  great benefit. This feat helps you keep your familiar as an 
  important part of your character no matter your build.
  Familiar Range Extension
  You can communicate with your familiar over long 
  distances
  Prerequisite: Ability to acquire a familiar.
  Benefit: Your empathic communication with your 
  familiar extends to a range of 100 miles.
  Commentary—This feat opens up more roleplaying 
  avenues as a familiar operates independently of its master 
  on some mission or another, letting the story of the 
  characters unfold in multiple locations. The rule this feat 
  alters seems to be one that exists more for the sake of 
  flavor rather than game balance.
  Familiar Reincarnation
  Your familiar’s spirit returns from the dead with all its 
  memories intact.
  Prerequisite: Witch’s familiar class feature.
  Benefit: When you replace a familiar, the new 
  familiar knows all the spells your former familiar knew.
  Commentary—Think of it as the familiar insurance 
  program.
  Extra Familiar
  You can acquire more than one familiar
  Prerequisite: Ability to acquire a familiar.
  Benefit: You gain a second familiar.
  Special: A witch taking second familiar must keep 
  track of which familiar knows which spells as each must 
  be taught separately. A spell may be taught to more than 
  one familiar, but each familiar does not automatically 
  know the spells learned by the others.
  Commentary—Familiars by themselves are not 
  especially strong, and— if used extensively in combat— 
  they can be a liability. Because of the idea that familiars 
  represent patron powers for the witch, having a second 
  familiar raises interesting roleplaying opportunities with 
  competing patrons and divided loyalties.
  Familiar Concentration
  Your familiar can concentrate on spells for you.
  Prerequisite: Ability to acquire a familiar.
  Benefit: When you cast a spell that normally requires 
  your concentration to maintain, you can let your familiar 
  do the concentrating for you if it is within 5 ft. of you at 
  the time of casting. Your familiar must remain within 
  5 ft. of you while concentrating to maintain your spell; 
  otherwise, your familiar's concentration is automatically 
  broken. To maintain a spell, the familiar must have an 
  Intelligence score of 5 + the level of the spell or higher. 
  The familiar may only concentrate on one spell at a time.
  Commentary—This is a potentially powerful use for a 
  familiar in combat, but it can also draw the attention of 
  your enemies to the familiar so it is not without its risks. 
  Familiar Development
  You have put time and effort into developing your 
  familiar.
  Prerequisite: Ability to acquire a familiar.
  Benefit: Your familiar's abilities are figured as if you 
  were 2 levels higher.
  Special: This feat can be learned more than once and 
  stacks with itself, each time raising your effective level by 
  2 when determining your familiar's special abilities.
  Familiar Feat
  Your familiar learns a new feat.
  Prerequisite: Ability to acquire a familiar.
  Benefit: Your familiar learns any one new feat it 
  qualifies for. This new feat is unavailable to you. In many 
  cases, familiars can learn feats you could not, such as 
  monster feats. If your familiar dies, any replacement 
  will also know this feat although, if it does not meet the 
  prerequisites, it does not gain the benefit.
  Commentary on Familiar Development
  Pretty much all of the familiar abilities gained by 
  level are not very potent, so this feat poses little 
  danger of unbalancing a game despite breaking 
  a fairly significant taboo to avoid granting any 
  character a trait that goes beyond their character 
  level. Upon reaching upper levels this feat offers 
  almost no benefit so it’s likely to be swapped out 
  for another choice.
  Commentary on Familiar Development
  Pretty much all of the familiar abilities gained by 
  level are not very potent, so this feat poses little 
  danger of unbalancing a game despite breaking 
  a fairly significant taboo to avoid granting any 
  character a trait that goes beyond their character 
  level. Upon reaching upper levels this feat offers 
  almost no benefit so it’s likely to be swapped out 
  for another choice.
  
  7
  Advanced Feats: The Witch's Brew
  Improved Caster Level
  You raise your caster level.
  Prerequisite: Ability to cast spells.
  Benefit: Your effective caster level in all spellcasting 
  classes is increased by 4, but no higher than your 
  character level.
  Special: You can take this feat multiple times; its 
  effects stack.
  Commentary—The loss of caster level is one of the 
  things that makes it very hard to multiclass full casters 
  and still have them be effective with the spells they 
  know. Many spells are designed to scale up in power as 
  you level the caster to ensure they stay useful at higher 
  levels. Casters who multiclass not only deny themselves 
  more powerful high level spells, but also, the spells they 
  do have become weaker relative to their foes. Characters 
  who try to mix together two casting classes are doubly 
  hit by this problem. Improved Caster Level gives multi-
  classing characters a tool to keep their lower level spells 
  relevant.
  Infer Spell
  You can learn spells from magic items.
  Prerequisite: Spellbook or witch’s familiar. 
  Benefit: You can learn spells from spell trigger and 
  spell completion magic items. You must study the item 
  for 1 day/spell level you are attempting to learn. The item 
  must be able to produce an effect identical to the spell 
  you are learning. 
  After the period of study, you must make a Spellcraft 
  check identical to copying a spell from another spellbook 
  (DC 15 + the level of the spell). If you fail, you are 
  subject to the same limitations as when failing to copy 
  a spell from a scroll. The spell must be one you are 
  normally permitted to learn.
  Commentary—One of the fun things about casters 
  that learn spells from the environment is the hunt for 
  new and powerful enchantments. This feat is a nice way 
  to expand the sources you can draw on.
  Familiar Training
  Your familiar gains the benefits of your feats.
  Prerequisite: Ability to acquire a familiar.
  Benefit: Your familiar gains the benefit from all feats 
  you know so long as the familiar meets the prerequisites 
  of the feat and the benefit applies to a trait or ability the 
  familiar phbcossesses. Benefits to skills or saving throws 
  apply to the familiars score and not the scores it derives 
  from its master. The familiar’s hp cannot be altered 
  directly through these feats.
  Commentary—A great many feats that a typical 
  character might have are either unavailable to a familiar 
  due to prerequisites or useless because they enhance 
  some trait or ability the familiar does not possess. 
  However, if you plan carefully, you may be able to align 
  them, creating a familiar to be reckoned with. The 
  notion of pets looking like their owners leaps to mind 
  and could be a great roleplaying shtick to go along with 
  the feat.
  Guarded Casting
  You can cast spells and use magic items while fighting 
  defensively.
  Prerequisite: Combat Casting, BAB +3.
  Benefit: So long as you are considered armed or are 
  carrying a shield, you can use the fighting defensively 
  option when casting spells or activating a magic item. 
  The benefits are the same as when attacking: −4 to hit 
  and +2 to AC until your next turn. You can also gain the 
  benefits of Combat Expertise while casting or activating.
  Normal: You can only fight defensively with an attack 
  or full-attack action.
  Commentary—Fighting defensively is not commonly 
  used due to the steep penalty and the fairly meager 
  benefit. Most who would want to fight that way will 
  choose Combat Expertise instead. While it may seem 
  the caster gets a free ride, this is only a small benefit for 
  being in a potentially dangerous situation, and the feat 
  cost makes it a specialized choice for a caster that likes 
  the thick of combat. 
  Hexing Familiar
  Your familiar can throw hexes for you.
  Prerequisite: Major hex class feature, witch’s familiar 
  class feature.
  Benefit: Your familiar can perform any basic hex 
  you know. It cannot perform major or grand hexes. 
  It performs the hex using your caster level and its 
  Intelligence modifier to determine DC and hex effects. 
  The familiar cannot perform a hex in the same round 
  that you perform a hex and vice versa.
  Commentary on Hexing Familiar
  The benefit with Hexing Familiar is you can 
  use your lower level hexes in combat without 
  sacrificing the use of more powerful effects. 
  In each round of combat, actions have an 
  opportunity cost of not doing something else that 
  is more powerful. That tends to mean weaker 
  effects become near useless, and since hexes are 
  used at will, you have little reason to use weaker 
  ones when stronger ones are available.
  Commentary on Hexing Familiar
  The benefit with Hexing Familiar is you can 
  use your lower level hexes in combat without 
  sacrificing the use of more powerful effects. 
  In each round of combat, actions have an 
  opportunity cost of not doing something else that 
  is more powerful. That tends to mean weaker 
  effects become near useless, and since hexes are 
  used at will, you have little reason to use weaker 
  ones when stronger ones are available.
  
  Advanced Feats: The Witch's Brew
  8
  Rememorize
  You can change a prepared spell in 1 hour.
  Benefit: By spending 1 hour, you can change one 
  prepared spell for another you know of the same or lower 
  level. You must have access to the same materials you 
  would need to prepare spells normally.
  Commentary—This is a great feat for players new to 
  running casters that prepare spells ahead of time, and 
  it can really help keep a game running along because 
  characters don’t have to spend 24 hours waiting for the 
  spell they need to get through a locked door or the like. 
  It still leaves spontaneous casters with a big advantage in 
  combat versatility.
  Robust Health
  You are highly resistant to poison and disease.
  Prerequisite: Con 13
  Benefit: You gain a +4 bonus on saving throws to 
  resist poison and disease and do not automatically fail 
  such saving throws on a natural 1.
  Commentary—It’s hard to make a feat that is tempting 
  when it only offers a bonus to a passive defense you 
  use on special occasions and for which there are many 
  remedies. A pure immunity may be too much as it allows 
  min-maxing. This offers near immunity so long as you 
  invest in good saves to begin with.
  Seduction
  You are good at using your sexual charms.
  Prerequisites: Cha 13
  Benefit: You gain +4 circumstance bonus to Bluff and 
  Diplomacy checks with creatures who you are sexually 
  compatible with. You also gain a +2 bonus to the DC of 
  your charm spells. 
  Special: If you act with hostility toward or bluntly 
  reject the advances of a creature you have used this feat 
  with, their attitude toward you automatically declines by 
  one step and you may not use seduction with them again 
  until it has improved. Sexual compatibility is determined 
  by apparent race and sex of the seducer with respect to 
  the normal sexual preferences of the target.
  Commentary—This feat requires a GM judgment 
  call and could pull a game in directions not everyone 
  wants in their dungeon crawl. Its fairly large bonuses 
  are counter balanced by the danger of scorning the 
  affection of those you seduce, and the narrow range of 
  those you can use it on. It’s a key element of many stories 
  that is often missing in the rules. For more information 
  on adding sex and romance to your game, see Kobold 
  Quarterly magazine #13.
  Linked Resistance
  When touching your familiar, you benefit from its spell 
  resistance.
  Prerequisite: Ability to acquire a familiar.
  Benefit: So long as your familiar remains within 5 
  ft. of you, you may take a standard action that provokes 
  an attack of opportunity to gain spell resistance equal to 
  that of your familiar for 1d4 rounds.
  Commentary—Familiar spell resistance seems 
  intended to help the survivability of pets in upper levels. 
  One can imagine the familiar expanding its aura or 
  bravely blocking the incoming magic. The benefit is 
  substantial but the duration is far shorter than the spell 
  resistance spell.
  Mass Effect Spell (Metamagic)
  Your spells can affect more targets.
  Benefit: A spell that normally affects a single target 
  now affects 1 target/caster level, no two of which can be 
  more than 30 ft. apart. A mass effect spell uses up a spell 
  slot 4 levels higher than the spell’s actual level.
  Special: If used with a touch spell, all targets must be 
  in physical contact with one another. This feat does not 
  work on spells with a range of “personal."
  Commentary—This feat could help make spell 
  supplements a bit slimmer as many spells are mass 
  versions of other spells. It’s a great feat for a high-level 
  caster that likes to buff the party or cast de-buffing spells 
  on the enemy. It isn’t always the sexiest way to play a 
  caster, but such spells can have a huge impact on combat.
  Opportunity Counterspell
  You can counterspell without a readied action.
  Prerequisite: Quicken Spell, 15 ranks in Spellcraft. 
  Benefit: You can counterspell any spell cast within 
  line of sight as an immediate reaction without having 
  readied an action or designated a target (1/round). The 
  DC of your Spellcraft check is increased by 10 when 
  using this feat.
  Commentary—This is a huge advantage in a caster 
  versus caster scenario. It does have a hefty penalty to 
  overcome, but at higher levels, the base DC is nearly an 
  auto success for most casters. I think it is another good 
  feat for making counterspell more than just a once in a 
  character’s lifetime event.
  Potent Hex
  You have developed more powerful hexes.
  Prerequisite: Hex class feature.
  Benefit: You gain a +1 bonus to the DC of all your 
  hexes.
  
  9
  Advanced Feats: The Witch's Brew
  Example: Your soul mate is abducted at the market 
  while you are at home. You sense the danger and go 
  searching for him or her. You gain a +5 insight bonus to 
  Gather Information checks for relevant information and 
  a +5 bonus to Heal checks when you find your soul mate 
  beaten in an alley after you chase off the abductors.
  Commentary—This feat stretches the rules of feat 
  design pretty far: it requires some GM adjudication as 
  to when the skill bonus can be applied, it offers multiple 
  separate benefits, and it grants somewhat supernatural 
  abilities. It will appeal most to roleplaying couples or as a 
  feat taken along with an NPC during a campaign.
  Touch Mastery
  You let magical energies guide your touch.
  Prerequisite: BAB +1
  Benefit: When making a touch attack with a spell, 
  you can substitute your spellcasting ability score bonus 
  for the usual Strength bonus to the attack roll. 
  Usurp Spell
  You can attempt to steal control of any spell that you 
  counterspell.
  Prerequisite: 10 ranks in Spellcraft
  Benefit: Whenever you successfully counter a spell 
  where the caster of the spell is the target, you become 
  the target of the spell instead.
  Commentary—This bears some similarity to Parry 
  Spell from Advanced Players Guide, but they are 
  effective against different types of spells. Together, they 
  let you steal a wide range of magic.
  Serve Two Masters
  You now have two patrons
  Prerequisites: CL 11, Extra Familiar, witch’s 
  familiar class feature.
  Benefit: You gain a second patron and an additional 
  set of patron spells. The new set of spells is learned by 
  the familiar gained with the Extra Familiar feat.
  Commentary—This feat is rich with interesting 
  roleplaying potential both for the player and GM. The 
  mysterious source of a witch’s power is a wonderful hook 
  for story telling. The benefit is significant but with such 
  a diverse spell list, it is unlikely more spell selections will 
  greatly increase the per encounter power of the witch 
  that takes it.
  Signature Focus
  You may replace costly material components with a 
  special focus item.
  Prerequisite: Eschew Materials
  Benefit: To use this feat, you must create – or have 
  an artisan create for you – a personalized and distinctive 
  valuable non-magical item that you can hold or openly 
  wear while casting spells. You must own this item for at 
  least 1 week before utilizing it. 
  So long as you hold or wear the item, you may cast 
  spells without needing its material components if the 
  cost of the components is less than half the cost of 
  your signature focus. You cannot spend more than 25 
  gp times your caster level when creating or buying a 
  signature focus. You can create or buy a new signature 
  focus at any time you wish.
  Commentary—The primary benefit of this feat is that 
  it lets you save money in the long run by investing up 
  front in a fancy item. The requirements for the item are 
  mostly there to provide roleplaying favor and to avoid 
  someone simply declaring whatever magic item they find 
  to be their focus and thus not having to make any kind 
  of investment.
  Soul Mate (Teamwork)
  You and your loved one share a special bond.
  Benefit: You and your chosen soul mate must both 
  take this feat to benefit from it. You develop a sixth 
  sense that warns you whenever your soul mate is in 
  danger as well as a +5 insight bonus to all skill checks 
  targeting your soul mate. Finally, any supernatural effect 
  that compels you to directly harm your soul mate is 
  immediately dispelled. 
  Special: If your soul mate is killed, you may select a 
  new feat to replace soul mate after 1 month of grieving 
  or you may retain the feat in the hope they are brought 
  back to life.
  
  Advanced Feats: The Witch's Brew
  10
  Character Builds
  Planning out a character can be a lot of fun, and you 
  avoid finding yourself at a loss for what to take at your 
  next level or unable to take what you want because a 
  prerequisite is missing from your build. These builds are 
  handy for players who may not know all the ins and outs 
  of the rules but still want to create a powerful and well 
  thought out character.
  These character builds were created using the 
  Pathfinder Roleplaying Game Core Rulebook, the 
  Advanced Players Guide, and the Advanced Feats series 
  from Open Design as source material. Ability scores 
  were purchased using 15 points (standard fantasy). I 
  list only those elements of the character where you are 
  making build choices, and – in the leveling charts – only 
  those levels where such choices occur are shown.
  Arch-Witch
  The arch-witch is a master of all things magical and 
  specializes in dominating other spellcasters, bringing 
  them to heel and claiming their secrets. Many arch-
  witches eventually turn on their patrons, seeking to 
  usurp even their masters’ powers.
  The primary focus of this build is to take advantage of 
  the counterspell mechanic to dominate other casters in 
  magical combat. At the start of the build, the foundation 
  is set with Improved Counterspell and Magical Aptitude 
  to give you a greater chance to counterspell, both in 
  having the right spell and in giving you a bonus to the 
  necessary Spellcraft check. Dispel Mastery is taken as 
  soon as you gain access to dispel magic, which can be 
  used as a generic counter to any spell.
  Every feat available to add to the effect of countering 
  spells is taken so that counterspelling is not just a 
  reactive and defensive tactic. Counterspell Feedback lets 
  you damage your victim while Usurp Spell and Parry 
  Spell allow you to turn and steal spell effects. 
  The familiar feats allow your familiar to augment your 
  number of effective actions per turn, leaving you free to 
  counterspell and still make some headway in offense. 
  Quicken Spell and Opportunity Counterspell allow you 
  to counterspell and cast in the same turn.
  Hexes were chosen for combat use, so you can use 
  your spells for counterspells and still have an endless 
  number of strong actions to take during a fight.
  Arch Witch Build Details
  Race: Human 
  Stats: Str 8, Dex 12, Con 14, Int 18, Wis 12, Cha 8
  Skills: Craft (alchemy), Heal, Knowledge (arcana), 
  Knowledge (history), Knowledge (nature)*, Knowledge 
  (planes), Knowledge (religion)*, Spellcraft, Use Magic 
  Device 
  *Acquired after increasing Intelligence
  Favored Class: Human witch or +1 hp
  Patron Spells: Wisdom
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Healing hex, Improved Counterspell feat, Magical 
  Aptitude feat
  2—Flight hex
  3—Familiar Concentration feat
  4—Slumber hex, Int +1
  5—Counterspell Feedback feat
  6—Evil eye hex
  7—Dispel Mastery feat
  8—Tongues hex, Int +1
  9—Quicken Spell feat
  10—Major healing major hex
  11—Usurp Spell feat
  12—Agony major hex, Int +1
  13—Hexing Familiar feat
  14—Retribution major hex
  15—Opportunity Counterspell feat
  16—Waxen image major hex, Int +1
  17—Parry Spell feat
  18—Eternal slumber grand hex
  19—Heighten Spell feat
  20—Natural disaster grand hex, Int +1
  Spells that combine especially well with this build:
  1st—burning hands, detect secret doors, mage armor, shield 
  of faith
  2nd—alter self, blindness/deafness, levitate, web
  3rd—arcane sight, dispel magic, fly, lightning bolt
  4th—death ward, enervation, moonstruck, threefold aspect
  5th—baleful polymorph, break enchantment, magic jar, 
  teleport
  6th—analyze dweomer, greater dispel magic, guards and 
  wards, true seeing
  7th—greater arcane sight, heal, plane shift, symbol of 
  stunning
  8th—horrid wilting, irresistible dance, protection from 
  spells, trap the soul
  9th—astral projection, mage’s disjunction, power word kill, 
  soul bind
  
  11
  Advanced Feats: The Witch's Brew
  White Witch
  The white witch defies the expectations of those who 
  think all witches serve dark powers. Your mission is to 
  heal the sick and make whole the damage done to the 
  world. While mostly benevolent, the white witch still 
  has the power and the will to punish those who do evil 
  or need to learn humility.
  This build starts with a roleplaying concept and then 
  uses the game mechanics to support it. The central 
  notion is that you only rarely use your power to kill or 
  destroy and, instead, prefer to aid others. Because most 
  games involve a lot of violent conflict and every party 
  member is needed for victory, this build gives you a 
  number of tools to debilitate foes without killing them.
  The build starts out with a healing focus, giving the 
  witch the choice of skill, hex, and spell-based healing. 
  Between the three, you should be able to handle healing 
  for your friends with aplomb. This trend continues 
  throughout the build.
  Merciful Spell is a great new feat that lets you cut 
  loose with potent damage spells without actually killing 
  your foes. It’s also great for bar fights where casting 
  lightning bolts is normally a faux pas. Much later, 
  Empower Spell gives some muscle for those damage 
  spells and can also aid in your healing. Late in the build, 
  Discriminating Spell helps you be selective in who you 
  catch in area spells.
  Persistent Spell, Heighten Spell, and Focused 
  Spell all help crank up your DC values for spells that 
  incapacitate foes, making this a potent control casting 
  build. Mass Effect Spell is great for both control spells, 
  heals, and buffs getting more mileage out of each 
  spellcasting action if at a fairly steep metamagic cost.
  Craft Rod is fairly key to the build since all that 
  metamagic can really crowd the high-level spell slots. 
  Crafting metamagic rods will help relieve that pressure 
  a bit. Spell Perfection also performs this function but 
  comes much later in the build. Also on the crafting side, 
  you get Cauldron Hex which enables potion brewing to 
  aid your allies.
  The hex selection mirrors the build’s helpful and non-
  violent approach. A high-level white witch could easily 
  stitch a whole army back together given enough time. 
  While the retribution major hex may deal lethal damage, 
  it does have a kind of karmic justice to it that seems 
  appropriate here.
  White Witch Build Details
  Race: Gnome 
  Stats: Str 8, Dex 10, Con 15, Int 16, Wis 10, Cha 14
  Skills: Craft (alchemy), Craft (jewelry), Diplomacy, 
  Heal, Knowledge (arcana)*, Knowledge (nature)*, 
  Spellcraft
  *Acquired after increasing Intelligence
  Favored Class: +1 hp
  Patron Spells: Animals
  Leveling Guide: (class features, feats, and ability 
  increase choices per level):
  1—Expert Healing feat, healing hex
  2—Slumber hex
  3—Merciful Spell feat
  4—Cauldron hex, Int +1 
  5—Persistent Spell feat
  6—Charm hex
  7—Focused Spell feat
  8—Disguise hex, Int +1 
  9—Craft Rod feat
  10—Major healing major hex
  11—Heighten Spell feat
  12—Retribution major hex, Con +1 
  13—Mass Effect Spell feat
  14—Weather control major hex
  15—Empower Spell feat
  16—Vision major hex, Int +1 
  17—Discriminating Spell feat
  18—Life giver grand hex
  19—Spell Perfection feat
  20—Eternal slumber grand hex, Int +1 
  Spells that combine especially well with this build:
  1st—cure light wounds, mage armor, ray of enfeeblement, 
  sleep
  2nd—cure moderate wounds, hold person, web, zone of 
  truth
  3rd—fly, lightning bolt, remove curse, remove disease
  4th—cure serious wounds, death ward, threefold aspect, 
  wandering star motes
  5th—cure critical wounds, hold monster, reincarnate, 
  teleport
  6th—cone of cold, geas/quest, greater heroism, summon 
  monster VI
  7th—heal, regenerate, symbol of stunning, waves of 
  exhaustion
  8th—animal shapes, mass charm monster, maze, power 
  word stun
  9th—dominate monster, elemental swarm, summon 
  nature’s ally IX, teleportation circle
  
  Advanced Feats: The Witch's Brew
  12
  Wicked Witch
  The wicked witch is everything village mothers warn 
  their children about to keep them on the straight and 
  narrow. You are the dark reflection the guilty see in the 
  mirror and are prepared – not to mention delighted! – 
  to punish them for each immoral deed or thought they 
  dare to have. Since the world is rich with evil, there are 
  always places in need of your services.
  You start your career with potent powers of seduction 
  and trickery used to outsmart your enemies. The 
  disguise hex allows the use of seduction without lasting 
  consequence and allows you to play on the passions of 
  either sex. Your charm hex gives you a magical boost 
  when conventional means aren’t working. 
  The Potent Hex feat supports a range of nasty 
  offensive hex powers that develop in the mid and late 
  levels of the build. Metamagic feats perform a similar 
  function for casting potency at later levels. A very high 
  Intelligence provides a strong DC while the misfortune 
  hex and Bouncing Spell feat both provide a way to force 
  additional saving throws. Heighten Spell and Maximize 
  Spell provide you with a well-rounded spell repertoire. 
  In the middle of the build, you develop your familiar’s 
  powers. Familiar Reincarnation helps reduce the danger 
  of using your familiar in combat and provides a smooth 
  transition to more advanced familiars when you take 
  Improved Familiar, allowing you to keep all your spells. 
  Familiar Focus combined with Hexing Familiar gives 
  your fiendish companion the ability to do many of the 
  things you could accomplish at lower levels allowing 
  you to focus on your more powerful, late-level spells and 
  abilities. With the Seduction feat and the charm and 
  disguise hexes at your familiar’s command, it can get 
  into quite a lot of mischief.
  Craft Magic Tattoo is a great way to augment your 
  own power or that of your familiar or companions while 
  also providing a fun roleplaying hook. Even wicked 
  witches need a hobby, and tattoos grant pain along with 
  their power.
  Wicked Witch Build Details
  Race: Elf 
  Stats: Str 8, Dex 10, Con 13, Int 18, Wis 8, Cha 14
  Skills: Bluff, Craft (alchemy), Disguise, Intimidate, 
  Knowledge (history)*, Spellcraft, Use Magic Device
  *Acquired after increasing Intelligence
  Favored Class: +1 hp
  Patron Spells: Trickery
  Leveling Guide: (class features, feats, and ability 
  increase choices per level)
  1—Disguise hex, Seduction feat 
  2—Charm hex
  3—Potent Hex feat
  4—Evil eye hex, Int +1 
  5—Familiar Reincarnation feat
  6—Misfortune hex
  7—Improved Familiar feat
  8—Blight hex, Int +1 
  9—Familiar Training feat
  10—Agony major hex
  11—Hexing Familiar feat
  12—Retribution major hex, Int +1 
  13—Bouncing Spell feat
  14—Waxen image major hex
  15—Craft Magic Tattoo feat
  16—Nightmares major hex, Int +1 
  17—Heighten Spell feat
  18—Death curse grand hex
  19—Maximize Spell feat
  20—Natural disaster grand hex, Int +1 
  Spells that combine especially well with this build:
  1st—beguiling gift, burning hands, hypnotism, mask 
  dweomer
  2nd—cure moderate wounds, feast of ashes, hold person, 
  mirror image
  3rd—fly, pain strike, speak with dead, vampiric touch
  4th—black tentacles, fear, ice storm, phantasmal killer
  5th—baleful polymorph, cure critical wounds, magic jar, 
  teleport
  6th—cloak of dreams, flesh to stone, raise dead, slay living
  7th—chain lightning, heal, insanity, summon monster VII
  8th—clone, summon monster VIII, symbol of death, trap 
  the soul
  9th—elemental swarm, mass suffocation, time stop, wail of 
  the banshee
  
  13
  Advanced Feats: The Witch's Brew
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  material by E. Gary Gygax and Dave Arneson.
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