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  Witches of Porphyra
  Onyx Tanuki
  
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  Witches of Porphyra
  Author
  Onyx Tanuki
  Editing
  Perry Fehr, Mark Gedak
  Contributing Editors
  N. Jolly, Soul4hdwn
  Porphyra Logo
  Rick Hershey
  Art
  Brian Brinlee, Gary Dupuis, Brett Neufeld
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Witches of Porphyra is compatible with the Porphyra Campaign Setting 
  and the Porphyra Wiki located at: http://porphyra.wikidot.com/
  Special thanks go out to everyone at Purple Duck Games and the members 
  of Team KOP, and especially to N. Jolly. Without his bringing me into 
  Team KOP, I never would have developed the skills or confidence to put 
  out a solo project.
  If you have trouble locating reference content drop me an email at geda-
  km@gmail.com and I will get the content updated and point you to it.
  
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  Witches of Porphyra
  “You there! What business do you have here!? Oh, you thought that just because 
  I’m blind you’d be able to creep past, didn’t you? Well there’s more to sight than just 
  eyes, dear. I may not be able to see your body, but I see your heart, your soul, your 
  intentions. And that’s all I need to know that you are not welcome! Begone, or else 
  I’ll show you just how true those fairy tales you’ve heard about me are.”
  -Teceles Bessup, dhosari seer
  Witchcraft has existed for nearly as long as sentient races have had access 
  to magic, and yet as ancient as it is, the art is still shrouded in mystery and 
  misinformation. While many see witches within the age-old trope of a green-
  skinned hag straddling a broomstick, cackling madly as she flies before a 
  brightly-lit moon, there is far more to the witch than that. Following a patron 
  entity which represents a natural force or ideal, witches can weave spells and 
  hexes both beneficial and malicious with the aid of their familiar. They are 
  often compared to other magically-inclined individuals, but where the wizard 
  must study and hone in on specific schools or elements, where the cleric must 
  adhere to their deity’s alignment or else suffer divine retribution, where the 
  sorcerer gains magic abilities instinctively but on a far more limited basis, 
  the witch is mostly free to branch out in their studies and still obtain some 
  esoteric knowledge without even needing to root through libraries, thanks to 
  their patrons.
     Of course, on the Patchwork Planet of Porphyra, even the limited lore 
  thought to be concrete regarding the witch fails. The coming-together of cul-
  tures where the craft has developed in unique ways proves how little is truly 
  known about it. Some witches put a focus on their martial skills to supple-
  ment their magic, some buck the trend of cursing foes to instead heal and 
  protect their charges, some have learned to draw power from their ancestry 
  or alchemical skills rather than relying on a familiar or patron to guide their 
  hand.
     Porphyran witches have come upon several forms of patrons that haven’t yet 
  been discovered by those of other worlds. For example, some members of the 
  Sisterhood of the Black Glass take on patronage from the Black Glass itself, 
  while the Dark Mistress provides witches of the Evening Shades power based 
  upon their beauty. Zendiqi witches are known to revere the deserts themselves 
  and draw their magic from the sands, while the dark creatures of the Empire 
  of the Dead take patronage in forces of corrosion and filth.
     Due to the prevalence of unusual fauna in the world of Porphyra, it’s no 
  
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  surprise that even a witch’s familiar can take on a strange form. Some even 
  take the shape of constructs created for the specific purpose of aiding magic-
  users. They help their masters not only in combat, but in their day-to-day 
  lives; a familiar can be not only a storehouse for their spells and a physical 
  link to their patron, but can also run messages and packages for them, be-
  come a living battery to power their magical abilities, or assist them in their 
  crafting and professional duties.
  Witch Archetypes
  The following archetypes represent some of the many unique ways witchcraft 
  has evolved in Porphyra:
  Blooded Hag
  Most witches’ abilities are a combination of innate skill and practice, but the 
  blooded hag’s magic is more rooted in their instinct and lineage. Without the 
  guidance of a patron their spellcasting abilities aren’t quite as disciplined or 
  versatile, but what they lack in that field they make up for with natural talent. 
  The disloyalty of the hag species has colored the perception of these witches, 
  and they are seldom welcome in civilized lands.
  Spells: A blooded hag casts arcane spells drawn from the witch spell list. They 
  can cast any spell their familiar knows without preparing it ahead of time. To 
  learn or cast a spell, a blooded hag must have a Charisma score equal to at 
  least 10 + the spell’s level. The DC for a saving throw against a blooded hag’s 
  spell is 10 + the spell’s level + the blooded hag’s Charisma modifier. A blood-
  ed hag can cast only a certain number of spells of each spell level per day. 
  Their base daily spell allotment is the same as a sorcerer of the same level. In 
  addition, they receive bonus spells per day if they have a high Charisma score.
     A blooded hag’s selection of spells is limited. They have the same number 
  of spells known as a sorcerer of the same level, and can choose new spells to 
  replace old ones at 4th level and every even-numbered blooded hag level after 
  that, just as a sorcerer does.
     This alters the witch’s spellcasting.
  Blood Magic (Ex): Choose a bloodline, as per the sorcerer class feature; 
  once this choice is made it cannot be changed. At 3rd level and every 2 levels 
  thereafter, the blooded hag gains bonus spells based on this choice. They 
  
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  do not, however, gain bonus bloodline feats, and do not automatically gain 
  most of their bloodline’s abilities. If they already possess a bloodline through 
  another class or feat, this must match that bloodline.
     This replaces patron spells.
  Hexed Blood (Sp or Su): At 1st level the blooded witch gains their blood-
  line’s 1st level bloodline power, treating their blooded hag levels as sorcerer 
  levels for this purpose. At 4th, 10th, 16th, and 20th levels, they can choose to 
  gain a bloodline power instead of a hex. Bloodline powers must be taken in 
  the same order they would ordinarily be gained (for example, a blooded hag 
  who takes a hex at 4th level and a bloodline power at 10th would gain that 
  bloodline’s 3rd level power, not its 9th level power).
     A blooded hag does not gain a bloodline arcana normally; they instead treat 
  it as a hex, and can choose to gain it in place of a hex.
     This replaces the 1st level hex and alters the 4th, 10th, 16th, and 20th level 
  hexes.
  Brewer
  The image of a witch tirelessly toiling over a cauldron, brewing dangerous and 
  mysterious admixtures, is one which is quite well known. The brewer takes 
  this trope to its extreme, utilizing their expertise in the creation of potions to 
  cook up helpful extracts and powerful alchemical weapons.
  Limited Knowledge: A brewer has a limited selection of formulae from the 
  witch spell list. They remove all 0th level spells from their formula list, as well 
  as any spell which doesn’t target at least one creature or object.
  Extracts: A brewer does not have the ability to cast spells as normal for most 
  witches. Instead of learning spells, they store formulae with their familiars 
  which they can use to prepare extracts, much like how an alchemist keeps a 
  formula book. A brewer can prepare as many extracts of each level per day as 
  a typical witch could prepare spells (except for 0th level), and receives bonus 
  extracts per day if they possess a high enough Intelligence score in the same 
  fashion as a typical witch gains bonus spells per day. However, a brewer can 
  only prepare extracts emulating harmless spells or spells with a target of “you” 
  in their formula list.
     Creating an extract takes 1 minute of work, and once created, an extract 
  remains potent for 1 day before it becomes inert. Extracts only function for 
  the brewer who made them and their familiar unless the brewer possess the 
  
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  infusion discovery. A brewer must consult their familiar and use a cauldron in 
  the preparation of any extract.
     This alters spellcasting and replaces cantrips.
  Splash Extracts: Unlike alchemists, a brewer can create a special extract 
  emulating harmful spells. A splash extract must be prepared from a spell in 
  the brewer’s formula list which is neither harmless nor has a target of “you,” 
  but targets one or more individual creatures or objects; the splash extract is 
  treated as an alchemical splash weapon that deals 1d3 slashing damage, in 
  addition to the spell’s effect, of any. If the spell which a splash extract emu-
  lates only affects one target, its effect is only delivered to the primary target 
  of the splash weapon; otherwise, it affects the primary target plus a number 
  of squares affected by splash damage equal to the number of targets the spell 
  could normally affect. Spells which require a melee or ranged touch attack to 
  deliver (such as chill touch) treat all targets hit by the splash extract as if they 
  were hit by the touch attack. 
     Splash extracts, like normal extracts, require 1 minute of work to prepare, 
  and become inert 1 day after their creation. A splash extract has no effect 
  when thrown by anyone other than the brewer or their familiar unless the 
  brewer that made it possesses the infusion discovery. A brewer must consult 
  their familiar and use a cauldron in the preparation of a splash extract.
     This replaces patron spells.
  Alchemical Familiar (Ex): A brewer’s familiar is treated as an alchemist for 
  the purpose of consuming mutagens, and can use any extract or splash extract 
  its master creates (though it must possess the proper anatomy to drink or 
  throw these items as appropriate).
     This replaces the familiar’s share spells ability.
  Cauldron (Ex): At 1st level, the brewer must learn the cauldron hex.
     This replaces the 1st level hex.
  Throw Anything (Ex): At 2nd level, the brewer gains Throw Anything as a 
  bonus feat. A brewer with this feat adds their Intelligence modifier to damage 
  dealt with splash weapons they use (including splash damage, if any).
     This replaces the 2nd level hex.
  Hexed Discoveries (Su): A brewer can select the following alchemist discov-
  eries as if they were hexes, using their brewer level -2 as their effective alche-
  mist level:
  
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  • 
  Hex: cognatogen, collective memory, elemental mutagen, enhance po-
  tion, extend potion, feral mutagen, infusion, mutagen, rag doll mutagen, 
  ranged baptism, sandstone solution, spell knowledge (witch spells rather 
  than wizard spells)
  • 
  Major Hex: combine extracts, deadly excretions, dilution, greater cognato-
  gen, greater mutagen
  • 
  Grand Hex: awakened intellect, eternal youth, elixir of life, eternal potion, 
  grand cognatogen, grand mutagen, true mutagen
  This alters hexes.
  Impetuous Dervish
  Witches are usually expected to support their allies from a distance with their 
  hexes and spells, but the impetuous dervish subverts this idea. From an eerie 
  stillness, they can suddenly explode into a flurry of motion, hacking away at 
  their foes with a combination of magic and brutal attacks, leaving one think-
  ing twice about underestimating the martial prowess of a spellcaster. Assum-
  ing the victim survives the assault, that is. The dervish tradition is strong 
  among the zendiqi of the south, and they always welcome spellcasters who 
  can hold their own in a fight.
  Diminished Spellcasting: The impetuous dervish can prepare one less spell 
  per level than a typical witch of their level. If this reduces the number of 
  spells they can prepare to 0, they can only prepare spells of that level if they 
  possess bonus spells due to high Intelligence. An impetuous dervish relies 
  upon a spellbook rather than a familiar to store spells.
     This alters spellcasting.
  Witchfury (Ex): At 1st level, the impetuous dervish gains Improved Un-
  armed Strike as a bonus feat. They gain the ability to make a flurry of blows 
  as an unchained monk of their witch level, using their impetuous dervish 
  levels in place of their BAB for this purpose. However, this flurry can only be 
  made with any combination of touch attacks, unarmed strikes, and/or natural 
  weapons they possess. Each natural weapon they possess (not counting un-
  armed strikes) can only be used once per flurry, regardless of feats or abilities.
     Starting at 5th level, the impetuous dervish can cast a single spell which 
  can be delivered with a touch attack as part of this flurry. This spell must be 
  at least three levels lower than the highest level of spell they can cast, and it 
  replaces the first attack in their flurry.
  
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     Starting at 8th level, the impetuous dervish can use this flurry as part of a 
  charge attack action.
     This replaces familiars and the 8th level hex.
  Insufflator
  The insufflator possesses a unique method of spreading hexes: through their 
  breath. Like the wyrmwitch, it’s thought that they have some blood link to 
  dragons and drakes because of their unusual abilities, but this bond with dra-
  conic entities has never been completely proven. Dragonblood witches often 
  study insufflation, if only to emulate their draconic power. 
  Hag’s Breath (Su): At 1st level, the insufflator chooses between cone or line; 
  once this choice is made, it cannot be changed. When using a hex which 
  normally affects a single creature and can normally be used as a standard ac-
  tion, the insufflator can choose to spend a full-round action to exhale a fog of 
  magical energy that delivers the hex’s effects to those caught within its area so 
  long as they can be affected; this is either a 10 ft. cone or a 20 ft. line, de-
  pending on the shape chosen by the insufflator. Rather than any normal saves 
  allowed, creatures must succeed a Reflex save against the hex’s normal DC 
  to take half damage and ignore other effects of hexes delivered this way. The 
  insufflator witch can only use this ability once every 1d4 rounds, and only if 
  they are able to breathe deeply.
  Wicked Breath (Ex): At 2nd level, the insufflator gains the Wicked Breath 
  metamagic feat as a bonus feat, ignoring its prerequisites. They must choose 
  the same shape as they chose for their hag’s breath ability (either cone or line). 
  They can prepare witch spells with this metamagic feat in spell slots one level 
  higher than the spell’s actual level rather than three.
     This replaces the 2nd level hex.
  Distant Patron: The insufflator gains spells from their patron 2 levels later 
  than normal, and treat their effective witch level as -2 (minimum 1st) to 
  determine their familiar’s effective level. This stacks with the delay in levels for 
  taking a patron familiar (meaning an insufflator with a patron familiar does 
  not learn the spell their patron normally provides at 18th level unless allowed 
  to advance to 21st level).
     This alters familiars and patron spells.
  Expanded Hag’s Breath (Su): Starting at 4th level, instead of taking a hex, 
  
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  the insufflator can choose to increase the area of their hag’s breath ability by 5 
  ft. if it is a cone or 10 ft. if it is a line. They can do this once, plus one addi-
  tional time per 4 insufflator levels they possess beyond 4th, up to a total of 4 
  times (for a maximum area of 30 ft. for a cone or 60 ft. for a line). This added 
  area of effect is also added to spells they prepare with the Wicked Breath 
  metamagic feat. This cannot be used to replace a hex taken with the Extra 
  Hex feat.
     This alters hexes.
  Patron Familiars
  Witches’ familiars are often tied to their patrons,
  enhancing and reinforcing the spellcasters’ con-
  nections to the sources of their magical might. 
  Just as a sorcerer can gain a bloodline familiar, a 
  witch can gain a patron familiar by choosing one 
  at 1st level in place of her standard familiar. A pa-
  tron familiar acts in all ways like a standard witch’s 
  familiar, with the addition of the special ability 
  indicated below according to the witch’s patron. 
  In addition, the witch gains patron spells one 
  level later than they normally would—gaining the 
  patron spell they’d normally receive at 2nd level at 
  3rd level instead, and so on.
     More information on patron familiars can be 
  found on online content sites.
  Legionmaster
  While many witches are granted a single familiar with which they form a 
  powerful kinship, some patrons will instead send several weaker familiars to 
  aid a witch in their service. Though they must focus harder to keep this brood 
  of beasts in line, having a literal army at their disposal can prove a great boon 
  to any witch able to handle them.
  Familiar Horde (Su): A legionmaster can have more than one familiar, but 
  must divide their effective witch levels between their familiars (for example, a 
  3rd level legionmaster can possess a 3rd level familiar, three 1st level familiars, 
  
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  or one 1st level familiar and one 2nd level familiar). Each time they gain a 
  level, they choose how to allocate the increase among their familiars, includ-
  ing choosing to gain an additional 1st level familiar. Each of the legionmas-
  ter’s familiars must be the same species and archetype, but cannot be blood-
  line familiars, improved familiars, patron familiars, or school familiars, and 
  no familiar the legionmaster controls can have an effective level higher than 
  the legionmaster’s level. If a familiar provides any special benefit to its master 
  for being a familiar, this benefit is only provided once, no matter how many 
  familiars the legionmaster possesses. 
     If any of the legionmaster’s familiars die, so long as at least one remains 
  alive, the legionmaster can still prepare spells. However, the number of spells 
  they can prepare of each level is reduced by half the effective levels of the dead 
  familiars (for example, if a 6th level legionmaster who possesses four 2nd level 
  familiars loses one of them, they can prepare one fewer spell of each level). 
  24 hours after losing their familiar(s), they can perform a ritual that takes 8 
  hours and 500 gp for each effective witch level those familiars possessed to re-
  attribute those levels, either adding these to familiars the legionmaster already 
  possesses or gaining new familiars. A legionmaster does not need to replace 
  their spells known unless all of their familiars die and are replaced through 
  this ritual.
     This ability replaces familiars and the 1st level hex.
  Teamwork (Ex): Whenever the legionmaster could gain a hex, they can 
  instead select a teamwork feat for which they qualify as a bonus feat. At the 
  start of each day, as part of communing with their familiars, they choose one 
  familiar for each teamwork feat they possess, granting it that feat as a bonus 
  feat until the next time they commune with their familiars. They can choose 
  the same familiar multiple times for this purpose if they possess multiple fa-
  miliars. At 8th level they can instead grant each of their teamwork feats to up 
  to two familiars, and at 16th they can instead grant each of their teamwork 
  feats to up to three familiars.
     This replaces the 8th level hex, and alters hexes.
  Improved Bonds (Ex): At 4th level, the legionmaster’s effective witch level 
  increases by 2 to determine how many levels they can attribute to their famil-
  iars. They gain an additional 2 effective witch levels at 10th and 16th levels.
     This replaces the 4th, 10th, and 16th level hexes.
  The following familiar abilities function differently for the legionmaster:
     Empathic Link (Su): This ability only functions with one familiar at a 
  
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  time.
     Store Spells: The legionmaster’s familiars possess a shared memory of spells; 
  they all are treated as knowing all of the legionmaster’s spells.
     Deliver Touch Spells (Su): If a touch spell has a single charge while mul-
  tiple familiars are in contact with the legionmaster, the legionmaster must 
  choose which familiar to designate as the “toucher.” If a spell has multiple 
  charges, the legionmaster can divide these charges amongst their familiars, 
  designating multiple touchers.
     Scry on Familiar (Sp): The legionmaster can only scry on a single familiar 
  per day in this way.
  In addition, if a familiar possesses any ability limited to a certain number of 
  uses (such as uses per day) or a resource pool (such as burn or ki), all of the 
  legionmaster’s familiars share the number of uses or the resource pool, treat-
  ing their effective level as the legionmaster’s level if it is required to determine 
  how many uses are allowed between them or how many points the resource 
  pool possesses.
  Note: This archetype can allow a single player to control a large 
  number of creatures, making it a strong option for a “solo” campaign. 
  However, dealing with this large number of creatures could be over-
  whelming for less experienced players, making their turns take a long 
  time, forcing other players to wait extended periods of time. GMs are 
  encouraged to only allow this archetype for experienced players, or to 
  find ways to speed up the legionmaster’s turn (such as by having other 
  players control their familiars).
  Mentor
  There comes a time when a witch’s best means of serving their patron is by 
  initiating a new follower into their service. Rather than taking on a familiar, 
  the mentor seeks out individuals with magical potential and trains them in 
  their ways. Bards tell many stories of these relationships, like Paddock Green 
  and her mentor, Toad the Frog, a pair of boggard and grippli witches of the 
  post-Calling era.
  Heir (Ex): At 1st level, a mentor acquires the services of an heir to their pow-
  ers. This functions similarly to a cohort, though the heir begins as a 1st-level 
  commoner with Magical Aptitude as their 1st-level feat and NPC ability 
  scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the mentor reaches 
  
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  3rd level, if their Leadership score is at least 2, the heir becomes a 1st-level 
  witch and gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modi-
  fiers). The heir does not gain a familiar or patron; they can take a witch arche-
  type, but cannot select one with a class feature which would replace or alter 
  patrons or familiars. The heir can never gain a familiar from feats, but quali-
  fies for feats as if they possessed a familiar. The heir never gains item creation 
  feats, but otherwise follows the normal rules for a cohort.
     Each time the mentor gains a level, they can dismiss their existing heir as 
  graduated (or expelled, depending on their performance), and gain a new 
  cohort following the same rules. If an heir dies in service to the mentor, the 
  mentor takes a –2 penalty to their Leadership score. This penalty is reduced 
  by 1 for every level the mentor gains after the death, to a minimum of 0.
     Because cohorts are most interested in the mentor’s magical ability, the 
  mentor uses their Intelligence modifier, rather than Charisma, to determine 
  their Leadership score. At 7th level, a mentor can select the Leadership feat—
  using their Intelligence modifier to determine their Leadership score—but 
  doing so only provides followers, never a second cohort.
     Because neither the mentor nor their heir gains a familiar, they instead store 
  their spells in spellbooks, similar to a wizard, and must prepare their spells as 
  a wizard does. They otherwise learn and cast spells as normal. This does not 
  count as altering spellcasting for the purpose of taking archetypes.
     This replaces the mentor’s familiar and the heir’s familiar and patron spells.
  Inherent Magic (Su): The heir treats their mentor as if they were a patron. 
  When the heir reaches 2nd level, select one 1st level spell the mentor pos-
  sesses, and the heir gains access to that spell as if it was a patron spell. This 
  can be a spell gained from the mentor’s own patron or any spell they possess 
  which their heir does not (including non-witch spells). Once this choice is 
  made, it cannot be changed, and the chosen spell can never be replaced when 
  the mentor gains a level. This is done for every even-numbered level beyond 
  2nd the heir gains, with them gaining a spell of a level equal to ½ the heir’s 
  witch levels.
     If the heir is ever replaced, the new heir can only gain the same spells 
  through this ability that were chosen for the previous heir.
  Note: If the mentor possesses the warweaver archetype, the heir in-
  stead gains one spell at 3rd level and an additional one every 3 levels 
  thereafter from the mentor’s spells of a spell level equal to 1/3 the 
  heir’s witch levels.
  
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  Familiar Form (Sp): At 6th level, choose a type of familiar. Once this choice 
  is made it cannot be changed unless the mentor’s heir is replaced. The men-
  tor can transform themselves into this form, acting as a temporary familiar 
  for their heir for 1 minute per mentor level they possess. This duration can be 
  split up, but must be used in 1-minute increments. They cannot choose a fa-
  miliar from the Improved Familiar list unless the heir possesses the Improved 
  Familiar feat and meets the requirements to take that type of familiar.
     While in this form, the mentor effectively is their heir’s familiar, except it 
  remains a PC under the player’s full control, uses the mentor’s mental scores, 
  and benefits from all items they had equipped. These items meld into their 
  form, allowing them to benefit even if they normally could not use such 
  items in the chosen form, but they cannot access any activated abilities such 
  items possess, and are not treated as wielding any weapons they were wielding 
  outside their familiar form. If the mentor ever falls unconscious while in this 
  form, the duration of this ability immediately ends.
     This is considered a polymorph effect, but ignores any immunity to poly-
  morph effects the mentor possesses.
     This replaces the 6th level hex.
  Patron Form (Su): At 20th level, the mentor can choose to perform a ritual 
  to ascend to patronhood, effectively giving up their mortal life in the process. 
  This process takes 8 hours and requires 50,000 gp in materials and the partic-
  ipation of the mentor’s heir. When they complete this ritual, their heir gains 
  a permanent familiar of the same type as that chosen for the mentor’s familiar 
  form ability (transferring all spells from their spellbook to the familiar in the 
  process) and treats the mentor as their patron for all purposes (continuing to 
  learn patron spells as per the inherent magic ability). If the heir wills it, they 
  can become a conduit for the mentor’s soul, allowing them to become a PC 
  under the mentor’s player’s control. The exact nature of the ritual, as well as 
  how the player comes to control the heir as a PC, can vary depending on the 
  patron, and is up to the GM and player to determine.
     This replaces the 20th level hex.
  Polytheistic Witch
  While most witches serve a single patron, there are those that instead serve a 
  pantheon. Polytheistic witches split their magical focus as well, sacrificing a 
  considerable amount of versatility for more skill in the manipulation of cer-
  tain schools of magic, namely the psychic magic usable by the occultist class 
  type of psychic magicians, who focus their power through special, psychical-
  
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  ly-powered implements.
  Spells: The polytheistic witch casts spells drawn from the witch spell list, 
  limited by the implement groups they know. They treat these spells as psychic 
  rather than arcane and can cast any spell they know without needing to pre-
  pare it, but each spell the polytheistic witch knows has an implement com-
  ponent. They gain the spells per day of a sorcerer of their polytheistic witch 
  level. A spell is not considered to be on the polytheistic witch’s spell list unless 
  they have learned it through an implement school or their patron.
     The polytheistic witch’s selection of spells is limited. For each implement 
  school they learn to use, they can add one spell of each level they can cast to 
  their list of spells known, chosen from those from that school in the witch’s 
  spell list. If they select the same implement school multiple times, they add 
  one spell of each level from that school for each time they have selected that 
  school. When the polytheistic witch learns to cast a new level of spells, they 
  immediately add one spell of that level to their list of spells known from each 
  implement school they know (plus any extra spells from schools they have 
  selected multiple times).
     At every even-numbered level, the polytheistic witch can choose to learn a 
  new spell in place of one they already know, effectively replacing that spell. 
  The new spell must be the same as that of the spell being replaced, and it 
  must be one level lower than the highest level of spell they can know. They 
  can only switch one spell out this way at any given level, and must do so at 
  the same time they gain new spells.
     This alters spellcasting.
  Implements (Su): At 1st level, the polytheistic witch learns to use one imple-
  ment school, and at 6th, 12th, and 18th levels, they learn the use of one addi-
  tional implement school. This ability otherwise functions as the occultist class 
  feature.
  Patron Pantheon: At 1st level, the polytheistic witch selects a patron, learn-
  ing the spell that would ordinarily be added to their spell list at 2nd level 
  plus any one cantrip from the witch spell list. They gain an additional patron 
  and cantrip at 2nd, 9th, and 15th levels, but cannot select the same patron 
  more than once (these patrons usually are of related themes, but this is not 
  always the case). They gain spells from these patrons in the same manner as 
  from their implements, but spells gained from their patrons are cast as arcane 
  spells rather than psychic. A polytheistic witch’s familiar can never be a patron 
  familiar.
  
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     This replaces patrons.
  Mental Focus (Su): This ability functions as the occultist class feature of the 
  same name, using the polytheistic witch’s levels in place of occultist levels. In 
  addition, the polytheistic witch can invest points of mental focus into their 
  patrons. For each 2 points of mental focus invested into a patron, they in-
  crease the caster levels of its associated spells by 1, up to a maximum of 1 per 
  4 polytheistic witch levels they possess.
     This replaces the 1st level hex.
  Focus Powers (Su): At 1st level, a polytheistic witch learns the base focus 
  power from their implement school. Whenever the polytheistic witch learns a 
  new implement school, they gain the base power of that school. In addition, 
  whenever the polytheistic witch would gain a hex, they can instead choose to 
  learn a new focus power from the options granted by all implement schools 
  they know. They use their polytheistic witch levels in place of occultist levels 
  to determine the DCs and effects of their focus powers.
     As a standard action, the polytheistic witch can expend 1 point of mental 
  focus from a patron to grant their familiar its patron powers for 1 minute, 
  as if it was a patron familiar. The familiar can only be granted access to one 
  patron familiar power at a time; if this ability is used before the duration runs 
  out, the duration of its previous use immediately ends.
     This alters hexes.
  Sanguisuge
  Most witches see their familiars as an ally, a companion, even a gift. There are 
  those, however, who instead only see the creature as another means to an end, 
  and would happily drain its essence dry if it means obtaining greater power. 
  Though the sanguisuge may seem a cruel and unfavorable master to serve, 
  their familiars are fully aware of their status as a living battery for their mas-
  ter’s magic, gladly accepting whatever fate awaits them if it is to better serve 
  the sanguisuge and their patron.
  Familiar Burn (Su): At 1st level, the sanguisuge’s familiar gains the kineti-
  cist’s burn class feature, except that the familiar sustains lethal damage rather 
  than nonlethal, and there is no maximum amount of burn it can accept this 
  way. Because the familiar knows its role when it is bestowed to its master, it 
  resists other roles that would be given to it, and thus cannot take an arche-
  type.
  
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     This alters familiars.
  Corpulent Familiar (Ex): At 1st level, the sanguisuge’s familiar adapts to 
  being a living battery for its master’s abilities by becoming tougher, gaining 
  an additional hit point per level its master possesses. It appears as an obese 
  representative of its species, covered in rolls of fat and thick pulsing veins, but 
  this appearance does not affect its abilities or size category in any way.
     This replaces the familiar’s alertness ability.
  Lifeblood (Ex): The sanguisuge’s sympathetic bond with their familiar causes 
  them to become resistant to the pain they cause to them. At 1st level they 
  gain Toughness as a bonus feat.
     This replaces the 1st level witch hex.
  Patron Exploits (Sp or Su): A sanguisuge can use their familiar’s blood or 
  life force to perform unusual arcane tricks. At 2nd level, they select an arcane 
  exploit, treating their sanguisuge level as their arcanist level and using their 
  Intelligence modifier in place of their Charisma modifier for this purpose. At 
  4th level and every 2 levels thereafter, the sanguisuge can choose to learn an 
  arcane exploit this way instead of gaining a hex. At 12th level they can select 
  greater exploits as well. They cannot select the following exploits: arcane dis-
  covery, bloodline development, consume magic items, counter drain, familiar, 
  greater metamagic knowledge, item crafting, metamagic knowledge, potent 
  magic, resistance drain, school understanding, siphon spell, or swift consume. 
  Additional arcane exploits may be excluded at GM discretion.
     Rather than gaining an arcane reservoir, the sanguisuge forces their famil-
  iar to accept a number of points of burn equal to the number of points they 
  would normally spend from their arcane reservoir. If doing so would kill their 
  familiar, they add 4 to their effective arcanist level to determine the arcane ex-
  ploit’s effect. The sanguisuge’s familiar must be conscious and within 60 ft. of 
  its master to be forced to accept burn this way. An arcane exploit used in this 
  manner uses the familiar as its point of origin instead of the sanguisuge unless 
  the familiar and its master share a space, and an arcane exploit that specifi-
  cally affects the user instead affects both the sanguisuge and their familiar 
  equally.
     This replaces the 2nd level witch hex and alters hexes.
  Sightless Seer
  An expert at divination, the sightless seer has given up their ability to see with 
  
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  their eyes, granting them an altogether different kind of sight that transcends 
  what the sighted are capable of. Many are hermits of the wild spaces of 
  Porphyra, communing with the heartbeat of the Patchwork Planet with their 
  sentient matoyasite crystals, so similar to porphyrite.
  Spells: The sightless seer adds all divination spells from the wizard spell list 
  to their spell list, but also removes all conjuration (summoning) spells from 
  their spell list. This does not affect conjuration (summoning) spells learned 
  through a patron, trait, or feat.
     This alters spellcasting.
  Crystal Familiar: The sightless seer must select a matoyasite crystal (see New 
  Familiars) as their familiar. They benefit from its beyond sight ability as if 
  touching it so long as it remains within 5 ft. per 3 witch levels they possess 
  (up to 30 ft. at 18th level), and any vision-based senses gained through the 
  familiar this way use its perspective rather than their own. They can always 
  sense if a creature is touching their matoyasite crystal, although this does not 
  allow them to see the creature if their matoyasite crystal is outside the range 
  of its beyond sight ability.
     This alters familiars.
  Blinded Seer (Su): The sightless seer is permanently blind; they lose all sight-
  based senses and vulnerabilities and cannot gain sight or sight-based senses 
  or vulnerabilities through any means besides their matoyasite crystal’s beyond 
  sight ability.
  See the Unseeable (Su): At 2nd level, the sightless seer learns the scrying 
  sight hex as a bonus hex and gains Spell Focus (divination) as a bonus feat. If 
  they already possess Spell Focus (divination) they instead gain Greater Spell 
  Focus (divination) as a bonus feat.
     At 6th level, they learn the major scrying sight hex (though they cannot 
  otherwise learn major hexes until they normally would be allowed). In addi-
  tion, they suffer reduced penalties from their blindness; they no longer lose 
  their Dexterity bonus to AC against anything they’ve detected through a hex 
  or spell in the last round, only suffer a -1 penalty to AC and a -2 penalty 
  to Strength and Dexterity-based skill checks and opposed Perception skill 
  checks, and treat opponents as having partial concealment rather than total 
  concealment.
     At 14th level they learn the grand scrying sight hex (though they cannot 
  otherwise learn grand hexes until they normally would be allowed). In addi-
  
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  tion, they suffer greatly reduced penalties from their blindness: creatures they 
  have not detected through a hex or spell in the last round are treated as hav-
  ing only partial concealment, and they must succeed at a DC 10 Acrobatics 
  check when moving faster than their base speed (rather than half their base 
  speed) to not fall prone.
     If they are ever able to see themselves through a vision-based sense gained 
  through their matoyasite crystal’s beyond sight ability, they completely ignore 
  any effects of blindness (including the reduced penalties described above).
     This replaces the 2nd, 6th, and 14th level hexes.
  Warweaver
  Few and far between are the witches that put more focus on their physical 
  prowess than their mystical powers. What the warweaver combines the two, 
  sacrificing some of their magical ability in order to supplement their martial 
  skills. Certain orders of warweaver witches are the personal bodyguard of the 
  Sisters of Black Glass among the hobgoblin tribes of Parl Pardesh and Kesh.
  Weapon and Armor Proficiency: The warweaver is proficient in all simple 
  weapons, as well as one light or one-handed martial or exotic melee weapon 
  of their choice. They are proficient in light armor and bucklers, but still suffer 
  a chance for their arcane spells with somatic components to fail as normal.
     This alters the witch’s weapon and armor proficiency.
  Base Attack Bonus and Saves: The warweaver’s base attack bonus is equal to 
  ¾ their level. Their Reflex save is equal to 2+½ their level, and their Will save 
  is equal to ⅓ their level.
     This alters the witch’s base attack bonus and saves.
  Spells: The warweaver receives spells per day as a magus of their warweaver 
  level. Their highest level of spells is 6th; they remove witch spells 7th level 
  and above from their spell list, and they cannot use spell completion or spell 
  trigger magic items of witch spells of 7th level or higher without making a 
  successful Use Magic Device check.
     The warweaver learns spells from their patron at a delayed pace. The spell 
  that would normally be learned at 2nd level is instead learned at 3rd, and 
  subsequent patron spells are gained at 6th, 9th, 12th, 15th, and 18th levels 
  (rather than at 4th, 6th, 8th, 10th, and 12th). The warweaver never learns the 
  patron spells normally learned at 14th, 16th, or 18th levels. This archetype 
  stacks with those that alter patrons, but not with those that replace them.
  
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     This alters spellcasting and patrons.
  Might of the Mind (Su): At 1st level, the warweaver selects one light or 
  one-handed melee weapon with which they are proficient and which qualifies 
  for Weapon Finesse. If an ability, effect, or feat would replace their Strength 
  modifier with their Dexterity modifier for attack or damage rolls, they can 
  choose to have their Intelligence modifier replace it instead while using the 
  chosen weapon.
  Whitelighter
  Although they have a reputation for being malevolent worshipers of chaos 
  and evil, witches often act against this trope, being forces of goodness. None 
  embody this philosophy more so than the whitelighters who aided Deist 
  forces during the NewGods War, and as such avoided much of the persecu-
  tion that followed witches in years to follow.
  Benevolence: Whitelighters follow a mindset of pacifism and kindness to 
  one’s fellow. They cannot be of any Evil alignment, nor can they be Chaotic 
  Neutral. A whitelighter who becomes one of these banned alignments loses 
  all witch class features and must seek atonement to gain them back.
  White Magic: Due to the whitelighter’s philosophy, they use a more limited 
  selection of spells compared to many other witches. They remove all nec-
  romancy spells and spells with the death or evil descriptors from their spell 
  list, and they exude an aura of good as a cleric of their whitelighter level. In 
  addition, they cannot target any creature with a spell or a spell-like or super-
  natural ability, nor can they include it in the area of such an ability, unless 
  they take a swift action to formally ask for and receive that creature’s permis-
  sion, even if the effect is harmless; this also includes the use of spell trigger 
  and spell completion items. The whitelighter does not need to ask permission 
  to cast spells on themselves, their familiar, any object or creature without an 
  Intelligence score, or any creature of animal intelligence that takes hostile ac-
  tion against the whitelighter or their familiar.
     The whitelighter cannot select from the following patrons: Chains, Corro-
  sion, Death, Decadence, Enchantment, Entropy, Filth, Insanity, Nightmares, 
  Occult, Revelry, Revenge, Screams, and Vengeance. Other patrons may 
  be excluded at the GM’s discretion. If they would normally learn a patron 
  spell from the necromancy school or with the death or evil descriptors, they 
  instead learn a single bonus spell from their spell list of a level no greater than 
  
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  that spell’s level. This archetype can stack with others which alter patrons so 
  long as it is not forced to take one of these banned patron (it does not, how-
  ever, stack with archetypes that replace patrons).
     The whitelighter cannot select the following hexes: agony, blight, cook 
  people, death curse, delicious fright, dire prophecy, forced reincarnation, 
  hoarfrost, infected wounds, pain, poison steep, major pain, scar, steal breath.
     This alters spellcasting, hexes, and patrons.
  Chosen Charge (Su): Once per day, a whitelighter can have a willing indi-
  vidual participate in a ritual which takes 10 minutes to have them become 
  a chosen charge indefinitely. The whitelighter can target their chosen charge 
  with spells, spell-like abilities, and supernatural abilities, as well as include 
  them in the areas of such abilities, without needing to first ask for permission 
  (as per the white magic class feature). A whitelighter’s caster level is treated as 
  1 higher to determine their spells’ and abilities’ effects on their chosen charge; 
  this increases by an additional 1 caster level per 5 whitelighter levels they pos-
  sess (up to 5 additional caster levels at 20th level). At 1st level a whitelighter 
  can only have one chosen charge at a time; this increases to two at 8th level, 
  and three at 16th level. The whitelighter or their chosen charge can give up 
  this connection as a free action; if they do, they cannot become a chosen 
  charge again for 24 hours. If a chosen charge dies, they remain the whitelight-
  er’s chosen charge for 1 week before the whitelighter is allowed to break this 
  bond themselves, allowing them to take a new chosen charge to replace them.
     A chosen charge can transfer their chosen charge status to any creature as a 
  swift action for 24 hours, allowing the whitelighter to treat that creature as if 
  it was a chosen charge. This requires that the whitelighter has witnessed the 
  creature taking hostile action against the chosen charge within the last min-
  ute, and a creature that transfers their chosen charge status this way ceases to 
  be a chosen charge.
     This replaces the 1st level hex.
  Healing Hexes (Sp): At 2nd level, the whitelighter gains the healing hex. 
  Whenever they use this hex on one of their chosen charges, treat it as if af-
  fected by celestial healing as well.
     At 10th level, the whitelighter gains the major healing hex. Whenever they 
  use this hex on one of their chosen charges, treat it as if affected by greater 
  celestial healing as well.
     At 18th level, the whitelighter gains the life giver hex. Whenever they use 
  this hex on one of their chosen charges, it does not gain any negative levels 
  nor does it take Constitution damage from this hex. In addition, they can use 
  
  23
  it any number of times per day, but a creature cannot be affected by it more 
  than once every 24 hours, whether it is one of their chosen charges or not.
     This replaces the hexes gained at 2nd, 10th, and 18th levels.
  Wood Witch
  Often mistaken for druids, wood witches are no wardens of the forest. Rath-
  er, they are able to bend and twist plant life to their liking with no real regard 
  toward the balance of nature. This arcane manipulation earns them the ire of 
  some who protect the woodlands, but others see them as simply serving the 
  forest deities in a more aggressive manner, perhaps even being heralds of the 
  ancient, elemental world before The Calling.
  Spells: Wood witches use spells from the druid spell list rather than the witch 
  spell list, treating all druid spells as arcane. They still learn and prepare spells 
  as normal for witches, and use their Intelligence modifier in place of their 
  Wisdom modifier to determine these spells’ DCs and effects.
     This alters spellcasting.
  Green Patron: The wood witch can only select from Plant and Thorns pa-
  trons. Their familiar appears as if it is partially plant matter (such as having 
  flowers sprouting from its body, being covered in moss, or being wrapped 
  in vines). As a supernatural ability, the wood witch’s familiar can affect plant 
  creatures with touch spells delivered by them through their master as if those 
  creatures were animals or magical beasts. Wood witches learn their patron 
  spells one level later than normal. This archetype stacks with those that alter 
  patrons so long as they allow the Plant or Thorns patrons to be taken.
     Wood witches are treated as druids for the purpose of the Shade of the 
  Woodlands feat.
     This alters patron spells and familiars.
  Offensive Foliage (Sp): At 2nd level, the wood witch gains wood blast (as 
  per the kineticists’ kinetic blast ability), and at 10th level, the wood witch 
  gains autumn, spring, summer, and winter blasts. Instead of paying a burn 
  cost, they must prepare these blasts as if they were spells; wood blast is treated 
  as a 0th level conjuration (creation) spell for this purpose and deals damage 
  as if used by a 1st level kineticist, and autumn, spring, summer, and winter 
  blasts are treated as 4th level conjuration (creation) spells with the earth, air, 
  fire, and cold descriptors respectively for this purpose, and deal damage as if 
  used by a kineticist of half the level of spell slot in which they are prepared. 
  
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  Wood witches can never apply infusions to a blast prepared in this way, but 
  can use metamagic feats with them as if they were spells.
     A wood witch who possesses the Shade of the Woodlands feat does not gain 
  summer blast.
     This replaces the 2nd and 10th level hexes.
  Blessing of the Wood: At 4th level, the wood witch gains the Plant domain 
  (or a subdomain thereof), treating themselves as a cleric of their level -3 and 
  using their Intelligence modifier in place of their Wisdom modifier to deter-
  mine when they gain granted powers and any effects of these granted powers. 
  They add the spells gained from this domain to their spell list, but do not 
  automatically learn these spells as they do patron spells and do not gain ad-
  ditional spell slots in which they can prepare domain spells as a cleric would.
     This replaces the 4th and 14th level hexes.
  Familiar Archetypes
  The following archetypes represent ways in which Porphyran witches’ famil-
  iars fulfill their duty to their masters and patrons:
  Conduit
  Some familiars are much more adept at delivering spells to enemies than oth-
  ers, though they sacrifice the ability to fully benefit from their masters’ magic 
  to do so.
  Deliver Spells (Su): The familiar gains the ability to deliver touch spells at 
  1st level rather than 3rd. In addition, at 3rd level, it can also deliver spells 
  which require a ranged touch attack, and at 7th level it can deliver spells with 
  a cone, emanation, or line area of effect. The familiar does not need to be in 
  contact with its master to deliver these spells; instead, it must be within 5 ft. 
  per level its master possesses when its master casts the spell.
     This alters the ability to deliver touch spells and replaces alertness, share 
  spells, and the ability to speak with animals of its kind. This archetype is only 
  available to familiars belonging to a magus or witch.
  
  25
  Kidnapper
  More nefarious individuals teach their familiars to snatch others up and take 
  the hapless victims to secret locations.
  Improved Grapple (Ex): The familiar gains Improved Grapple as a bonus 
  feat. While it is within arm’s reach of its master, it grants this feat to them as a 
  bonus feat as well.
     This replaces alertness.
  Spirit Away (Su): If the familiar is grappling a creature, it can attempt to de-
  liver a conjuration (teleportation) spell as part of maintaining a grapple. If it 
  succeeds, the grappled creature is treated as if willing to determine the spell’s 
  effect. Any damage the familiar delivers through a touch spell is nonlethal, 
  regardless of the type of damage normally dealt.
     This replaces the ability to speak with animals of its kind and alters the abil-
  ity to deliver touch spells.
  Messenger
  The messenger is sent by its master as their personal emissary, delivering mes-
  sages and packages on their behalf.
  Speakerbox (Su): At 1st level, the familiar gains a one-way telepathic bond 
  with its master. The master can speak through it for one minute per level per 
  day; this can be divided into one-minute increments. This speech manifests as 
  a disembodied voice. At 5th level, the master can also listen to replies, effec-
  tively holding conversations through the familiar. While this is occurring, the 
  familiar is unable to perform any actions besides moving. This ability can be 
  used no matter the distance between the master and familiar, so long as both 
  are on the same plane.
     This replaces empathic bond and the ability to speak with animals of its 
  kind.
  Deliver Touch Spells (Su): Once per day, the familiar can be designated as 
  a “toucher” of a touch spell even if it is not in contact with its master. This 
  increases the casting time of such a spell to 1 full round if it is normally less. 
  This ability can be used an additional time per day at 7th level and every 4 
  levels beyond 7th (maximum 5 times per day at 19th level).
     This alters the ability to deliver touch spells and replaces share spells.
  
  26
  Patrons of Porphyra
  Below are several ideals and themes to which a witch of Porphyra and their 
  patron could prescribe, including the spells gained and the powers a familiar 
  might gain if its master takes the patron familiar option.  Desert patrons are 
  common in the south, Chains in Pardesh and with followers of Kamus, Filth 
  in the swamps of Avandrool, Glass in the Glass Sea among the Ashyimites, 
  and various elemental foci in areas where Elementalism holds sway.
  Note: All spells listed are treated as being at a spell level equal to half 
  the level at which they are listed as being learned. For example, a 
  witch with the Desert patron treats shifting sand as a 2nd level spell, 
  despite other spellcasters that can learn it treating it as 3rd level.
  Air
  Spells: 2nd—alter winds, 4th—gusting sphere, 6th—wind wall, 8th—hur-
  ricane blast, 10th—calm air, 12th—path of the winds, 14th—wind walk, 
  16th—whirlwind, 18th—winds of vengeance
  Patron Familiar Ability
     Air—Huff and Puff (Sp): The familiar can cast alter winds as a spell-like 
  ability a number of times per day equal to 1 + 1 per 5 witch levels its master 
  possesses. At 10th level it can consume 3 uses of this ability to instead cast 
  gentle breeze as a spell-like ability, and at 20th level it can consume 5 uses to 
  instead cast gust of wind as a spell-like ability.
  Beauty
  Spells: 2nd—quintessence, 4th—eagle’s splendor, 6th—air of authority, 8th—
  true form, 10th—seeming, 12th—mass eagle’s splendor, 14th—veil, 16th—sim-
  ulacrum, 18th—overwhelming presence
  Patron Familiar Ability
     Beauty—Silverback (Su): The familiar gains a minimum Charisma score 
  of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter 
  (at the same rate as its Intelligence score). 
  
  27
  Chains
  Spells: 2nd—barbed chains, 4th—shackle, 6th—chain of perdition, 8th—
  shadow barbs, 10th—incorporeal chains, 12th—leashed shackles, 14th—chains 
  of fire, 16th—binding (chaining or bound slumber only), 18th—imprison-
  ment
  Patron Familiar Ability
     Chains—Protective Chains (Su): The familiar’s body is wrapped in chains, 
  gaining a +1 enhancement bonus to its natural armor bonus. This enhance-
  ment bonus increases by +1 per 5 witch levels its master possesses.
  Corrosion
  Spells: 2nd—corrosive touch, 4th—acid arrow, 6th—touch injection, 8th—vit-
  riolic mist, 10th—corrosive consumption, 12th—acid fog, 14th—caustic erup-
  tion, 16th—transmute blood to acid, 18th—scourge of the horsemen
  Patron Familiar Ability
     Corrosion—Acidic Touch (Su): The familiar gains acid resistance 5. When 
  it delivers a touch spell that deals damage, it deals an additional amount of 
  acid damage equal to twice the spell’s level; if the spell has the acid descriptor, 
  increase this to three times the spell’s level.
  Desert
  Spells: 2nd—endure elements, 4th—shifting sand, 6th—sand whirlwind, 
  8th—earth glide, 10th—greater sand whirlwind, 12th—oasis, 14th—scouring 
  winds, 16th—sunburst, 18th—canopic conversion
  Patron Familiar Ability
     Desert—Sandwalker (Su): The familiar has adapted to desert life; it does 
  not suffer penalties to its speed or to Acrobatics or Stealth checks when mov-
  ing in desert or sandy terrain, and ignores the effects of hot climates as if 
  under the effects of endure elements. Familiars that normally cannot survive 
  out of water gain the water dependency universal monster ability, and fa-
  miliars that already normally possesses this ability instead replace it with the 
  amphibious universal monster ability.
  
  28
  
  29
  Filth
  Spells: 2nd—advanced scurvy, 4th—ghoul touch, 6th—fungal infestation, 
  8th—vomit twin, 10th—bloatbomb, 12th—conjure black pudding, 14th—
  flesh to ooze, 16th—blood mist, 18th—energy drain
  Patron Familiar Ability
     Filth—Rapid Infection (Su): Diseases delivered by the familiar (including 
  those delivered as touch attacks from spells cast by their master) have their 
  onset time reduced by 1 day at 1st level, 2 days at 10th level, and 3 days at 
  20th level. If this would reduce the onset time to 0 or fewer days, it instead 
  becomes instant.
  Force
  Spells: 2nd—magic missile, 4th—cushioning bands, 6th—battering blast, 
  8th—forceful strike, 10th—wall of force, 12th—forceful hand, 14th—forcecage, 
  16th—telekinetic sphere, 18th—mage’s magnificent enclosure
  Patron Familiar Ability
     Force—Shared Force (Su): Whenever the witch is under the effects of a 
  beneficial abjuration or conjuration (creation) spell with the force descriptor, 
  their familiar receives the same effects.
  Glass
  Spells: 2nd—mirror hideaway, 4th—shatter, 6th—diamond spray, 8th—
  obsidian flow, 10th—etheric shards, 12th—cold ice strike (earth descriptor 
  instead of cold, piercing and slashing damage instead of cold), 14th—form 
  of the exotic dragon I (crystal dragon only), 16th—form of the exotic dragon II 
  (crystal dragon only), 18th—form of the exotic dragon III (crystal dragon only)
  Patron Familiar Ability
     Glass—Crystal Shell (Su): The familiar gains DR 2/bludgeoning and 
  vulnerability to bludgeoning. This DR increases by 2 at 3rd level and every 2 
  levels thereafter (maximum DR 20/bludgeoning at 19th level) and does not 
  stack with other forms of damage resistance.
  
  30
  Intellect
  Spells: 2nd—rite of centered mind, 4th—fox’s cunning, 6th—synesthesia, 8th—
  mnemonic enhancer, 10th—awaken, 12th—mass fox’s cunning, 14th—mass 
  synesthesia, 16th—awaken construct, 18th—divide mind
  Patron Familiar Ability 
     Intellect—Free Speech (Su): Choose one language the witch knows. Their 
  familiar can speak, read, and understand this language, even if it does not 
  have the anatomy to speak. It can also write in this language, although it 
  must possess the proper anatomy to be able to do so.
  Mercy
  Spells: 2nd—peace bond, 4th—touch of mercy, 6th—sacred bond, 8th—abso-
  lution, 10th—hymn of mercy, 12th—atonement, 14th—serenity, 16th—hymn 
  of peace, 18th—freedom
  Patron Familiar Ability
     Mercy—Restorative Touch (Sp): Once per day, the familiar can use cure 
  light wounds on its master as a spell-like ability using the witch’s caster level. 
  At 10th level it instead uses cure moderate wounds, and at 20th it instead uses 
  cure serious wounds.
  Revelry
  Spells: 2nd—enhance water, 4th—shamefully overdressed, 6th—create drug, 
  8th—bountiful banquet, 10th—freedom’s toast, 12th—joyful rapture, 14th—
  heroes’ feast, 16th—euphoric tranquility, 18th—freedom
  Patron Familiar Ability
     Revelry—Party Animal (Sp): The familiar can imbibe alcoholic beverages 
  relatively safely, experiencing the same effects as a typical Medium humanoid 
  would, regardless of its actual species. In addition, it can inspire courage in its 
  master and allies as the inspire courage bardic performance, using the witch’s 
  caster levels as bard levels for this purpose. It cannot take any other actions 
  while using this ability.
  
  31
  Screams
  Spells: 2nd—ear-piercing scream, 4th—sonic scream, 6th—screaming flames, 
  8th—shout, 10th—wall of sound, 12th—ki shout, 14th—greater shout, 16th—
  wail of the banshee, 18th—magnifying chime
  Patron Familiar Ability
     Screams—Familiar Resonance (Su): Once per day, when the witch casts 
  a spell with the language-dependent or sonic descriptors, they can cause the 
  sounds produced by it to come from their familiar instead of themselves 
  (treating it as the spell’s point of origin). To do this their familiar must possess 
  the share spells and deliver touch spells abilities and be within 60 ft. of the 
  witch. This increases to twice per day at 8th, and three times per day at 16th.
  Shelter
  Spells: 2nd—hold portal, 4th—campfire wall, 6th—shadowy haven, 8th—se-
  cure shelter, 10th—locate gate, 12th—getaway, 14th—mage’s magnificent man-
  sion, 16th—secret vault, 18th—resplendent mansion
  Patron Familiar Ability 
     Shelter—Security System (Sp): Once per day, the familiar can use alarm 
  as a spell-like ability using its master’s caster level, but only as an audible 
  alarm. When triggered, the sound of the alarm is emitted from the familiar.
  New Familiars
  These creatures were first trained as familiars by Porphyran witches, though 
  some can be taken by other classes as well:
  Hoop Snake
  The serpent doesn’t appear to be anything special, aside from the spine at the tip 
  of its tail. And the fact that it’s bitten said tail and is tumbling your way like a 
  runaway wheel of brie.
  Hoop Snake (CR 1/4; XP 100)
  N Tiny animal
  Init +3; Senses low-light vision, scent; Perception +9
  
  32
  Defense
  AC 15, touch 15, flat-footed 12 
  (+3 Dex, +2 size)
  hp 3 (1d8-1)
  Fort +1, Ref +5, Will +1
  Offense
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +3 (1d3-3), sting +3 (1d2-3 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  Statistics
  Str 4, Dex 16, Con 8, Int 1, Wis 13, Cha 2
  Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
  Feats Weapon Finesse
  Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers 
  +4 Perception, +4 Stealth
  Ecology
  Environment desert, forest, hills, plains
  Organization solitary
  Treasure none
  Special Abilities
  Familiar (Ex) The master of a hoop snake familiar gains a +4 bonus to saves 
  against poisons.
  Poison (Ex) Sting-injury; save Fort DC 9; frequency 1/round for 2 rounds; 
  effects 1d4 Con drain; cure 1 save
  Rolling Charge (Ex) When a hoop snake charges a target with its sting, it 
  receives a +20 ft. circumstance bonus to its base speed.
  A distant relative of the viper, the hoop snake features a bladed tail steeped 
  in a deadly venom. It is known to chase after prey by gripping its tail in its 
  mouth, curling its body up like a wheel, and rolling toward the target before 
  bringing its venomous sting down at the last moment. While its venom is 
  incredibly deadly, there is little to the rumors that it can instantly kill.
     Hoop snakes have proven to be a nuisance, but not much more dan-
  gerous than other venomous snakes. They came to Porphyra along with 
  Morah’Silvanath, where they make their homes under the giant fungi of the 
  Shadelands. Colothorians who possess more skill refining snake venom than 
  the toxic flesh and spores of the local fungi practice by milking hoop snake 
  venom.
  
  33
  Matoyasite Crystal
  A chunk of the glassy substance along the caverns’ walls suddenly rips itself free, 
  floating toward you as if curious to your intent.
  Matoyasite Crystal (CR 1/2; XP 200)
  N Tiny construct
  Init +0; Senses blindsight 60 ft.; Perception +7
  Defense
  AC 12, touch 12, flat-footed 12 
  (+2 size)
  hp 5 (1d10)
  Fort +0, Ref +0, Will +3
  Immunities construct traits
  Vulnerabilities bludgeoning
  Offense
  Speed fly 30 ft. (average)
  Melee slam +1 (1d3-2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks sightsteal
  Statistics
  Str 6, Dex 11, Con —, Int 6, Wis 17, Cha 2
  Base Atk +1; CMB -1; CMD 6 (can’t be tripped)
  Feats Skill Focus (Perception)
  Skills Fly +8, Perception +7
  SQ beyond sight
  Ecology
  Environment mountains, ruins, underground, urban
  Organization solitary, pair, or cluster (3-24)
  Treasure none or 60-200 gp worth of matoyasite
  Special Abilities
  Beyond Sight (Sp and Su): Any creature touching a matoyasite crystal gains 
  access to all of its senses as if they possessed them. Once per day, the matoyas-
  ite crystal can grant a creature touching it a vision of the world as if viewing a 
  map for 1 minute; this duration ends early if the creature ever stops touching 
  the matoyasite crystal.
  Familiar (Ex): The master of a matoyasite crystal familiar receives a +2 bonus 
  to DCs of divination spells they cast.
  Sightsteal (Sp): As a standard action, a matoyasite crystal can attempt to 
  permanently blind a creature. They must succeed a Will save with DC equal 
  
  34
  to 15 + the matoyasite crystal’s Intelligence modifier or suffer permanent 
  blindness. Regardless of success, a creature targeted with this effect cannot be 
  targeted again for 24 hours. This ability can only affect one creature at a time; 
  if the matoyasite crystal successfully blinds another creature with this ability, 
  the previous creature’s blindness is cured instantly.
  Matoyasite is a mineral especially suited to fortunetelling, but in some in-
  stances it becomes ensouled, obtaining a will of its own and a rudimentary 
  amount of intelligence. Whether a property of the crystal or of the spirits 
  possessing it, it is known to cause blindness in those who misuse it. Most 
  matoyasite crystals that have become ensouled are formerly or currently used 
  for divination, and are smooth polished orbs that vary from complete trans-
  lucence to seeming to contain a dancing fog. Raw, unprocessed matoyasite 
  crystal that has been ensouled is much rarer, but it does exist, which leads 
  some to believe it is truly a life form all its own.
     Only wizards of the divination school can select a matoyasite crystal as a fa-
  miliar; a witch that selects a matoyasite crystal as a familiar must have at least 
  1 divination spell per castable level as part of her familiar’s spell storage.
  Tome of Teeth
  A sickening crunch can be heard as the book you were flipping through suddenly 
  slams shut. In your shock, you don’t even notice the pain from losing your ring and 
  pinkie fingers until you see the severed digits drop from the bloodied pages that are 
  now framed by vicious, drooling fangs.
  Tome of Teeth (CR 1/2; XP 200)
  N Tiny construct
  Init +3; Senses blindsense 30 ft.; Perception +1
  Defense
  AC 15, touch 15, flat-footed 10 
  (+3 Dex, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +3, Will +1
  Immune construct traits
  Vulnerability fire
  Offense
  Speed fly 30 ft. (average)
  Melee bite +4 (1d3-2)
  Space 2 ½ ft.; Reach 0 ft.
  
  35
  Statistics
  Str 6, Dex 16, Con —, Int 3, Wis 12, Cha 5
  Base Atk +1; CMB +2; CMD 9 (can’t be tripped)
  Feats Weapon Finesse
  Skills Fly +11, Stealth +4
  Languages as chosen (see living spellbook ability)
  SQ living spellbook
  Ecology
  Environment ruins, urban
  Organization solitary, pair, or stack (3-12)
  Treasure none or 1 scroll containing a random 0th or 1st level spell
  Special Abilities
  Familiar (Ex): The master of a tome of teeth familiar chooses any one 0th 
  level spell, adding it to the spell list of one class which provides them with 
  a familiar. If the master cannot cast 0th level spells, they can instead use the 
  chosen spell at will as a spell-like ability.
  Living Spellbook (Ex): A tome of teeth knows one random language based 
  upon who constructed it. If it is a familiar, it instead knows one language 
  which its master also knows. It can write in this language by causing the 
  words to magically appear on its pages.
  At first glance, a tome of teeth appears identical to a typical spellbook, usu-
  ally being constructed with common paper and leather bindings. Those that 
  approach them without proper caution and start leafing through their pages 
  may quickly find themselves missing several fingers as the book’s teeth spring 
  out and it clamps itself shut on their hands. They are common beings to 
  encounter in wizards’ libraries and towers, acting as a first line of defense to 
  deter overly-curious rivals from learning their secrets, but adventurers seldom 
  learn more from them than not to go thumbing through strange books.
     Some rare variants are known to be the former tomes of necromancers. 
  These books are composed entirely of leather - typically the cured hide of a 
  human, elf, or other intelligent humanoid - and have a faint stench of decay 
  about them despite their perfect preservation. It’s highly common for an 
  extra layer of leather consisting of a humanoid’s face to be gracing the cover. 
  These variants are undead and possess undead immunities, but still receive hit 
  points as a construct, and are otherwise treated identically to more common 
  tomes of teeth.
     Only characters that can prepare 1st level arcane spells can select this famil-
  iar. A character that prepares their spells using a spellbook can use this famil-
  iar as their spellbook, like a witch’s spells are stored in their familiar.
  
  36
  Winged Monkey
  The primates approach cautiously, wings tucked in tight, their unsettling crimson 
  eyes seeming all the brighter through the sparse foliage they’ve been hiding in.
  Winged Monkey (CR 1; XP 400)
  N Tiny magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 15, touch 15, flat-footed 12 
  (+3 Dex, +2 size)
  hp 5 (1d10)
  Fort +2, Ref +5, Will +0
  Offense
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 slams +0 (1d3-3)
  Space 2 ½ ft., Reach 0 ft.
  Statistics
  Str 5, Dex 16, Con 10, Int 3, Wis 11, Cha 7
  Base Atk +1; CMB +2; CMD 9
  Feats Skill Focus (Fly)
  Skills Fly +17
  Ecology
  Environment forest, jungle, ruins
  Organization solitary, pair, band (3-9), or troop (10-40)
  Treasure none
  Special Abilities
  Familiar (Ex): When a winged monkey’s master uses it to deliver a touch 
  spell or hex, increase the DC of the spell or hex by 1.
  Prehensile Tail (Ex): A winged monkey can use its tail to retrieve an unat-
  tended object within its natural reach as a swift action. This does not allow it 
  to wield weapons or perform fine manipulations with its tail.
  Initially created by Erkusaan witches to serve as exotic familiars, these unusu-
  al monkeys escaped from the ones who failed to reign their unruly natures in, 
  found their way into the wild, and thrived. They resemble spider monkeys, 
  except they possess feathered wings which range in color from brilliant white 
  to muddy dark grey, as well as generally having red eyes (though other colors 
  such as brown and gold aren’t entirely uncommon). They are a good bit more 
  intelligent than the common monkey, though still a far cry from the level of 
  
  37
  intellect most sentient races bear. Winged monkeys are popular familiars not 
  only for erkunae, but also dhosari, since the latter race sees them almost as 
  kindred creatures who escaped slavehood alongside them.
  Hexes
  The following hexes were innovated by Porphyran witches, although they are 
  available to any witch who chooses to learn them.
     Curse Transference (Sp): Choose one creature affected by a curse ef-
  fect, plus any one other creature. If both targets fail their saves against this 
  hex, choose one curse effect on the first target and transfer it to the second. 
  The transferred curse effect retains the remaining duration it originally had. 
  Creatures can choose to willingly allow themselves to be targeted; treat such 
  creatures as failing their saves against this hex. 
     Dental Decay (Sp): Choose a creature within 30 ft. to be affected by this 
  hex. The target must succeed at a Fortitude save or else its teeth become loose 
  and brittle. Whenever the hexed creature attempts a bite attack, it suffers 
  an amount of nonlethal damage equal to ¼ the damage its bite dealt, and 
  its bite’s damage is reduced by 2 stages. If the hexed creature attempts to eat 
  solid food, it has a 25% chance of suffering the same effects for each minute 
  it continues eating (it must roll for damage as if it had made a bite attack 
  appropriate for its size). The effects of this hex are reversed by magical heal-
  ing. Whether a creature succeeds a save against this hex or not, it cannot be 
  targeted by this hex more than once every 24 hours.
     Jagged Smile (Su): The witch’s teeth are long, sharp, and needle-like. This 
  grants the witch a bite attack; this is a primary natural weapon which deals 
  1d3 slashing and piercing damage (1d2 for a Small witch).
     Jumpy Hexer (Sp): Select one other hex the witch knows that can affect 
  one opponent when selecting this hex. Whenever a creature provokes an at-
  tack of opportunity from the witch, the witch can attempt to use the chosen 
  hex on it instead of making an attack of opportunity. It must be a viable 
  target of the chosen hex for the witch to be able to do this.
     Living Vomit (Sp): Once per day, the witch can vomit up any assortment 
  of vile creatures to assault their foes. Treat this as the vomit swarm spell, ex-
  cept the witch can choose any ooze or vermin swarm with a CR of 1 or less. 
  At 4th level and every 3 levels thereafter, increase the CR of swarms the witch 
  can vomit with this hex by 1 (to a maximum of CR 7 at 19th level).
     Pain (Sp): A witch can spread pain through those they touch. This acts as 
  an inflict light wounds spell using the witch’s caster level. Once a creature has 
  
  38
  taken damage from a pain hex, it cannot be affected by it again for another 
  24 hours. At 5th level, this hex acts as inflict moderate wounds.
     Scrying Sight (Sp): Select any one 0th or 1st-level spell with “detect” in 
  its name (such as detect evil or detect magic). This hex functions as that spell, 
  except its area is a 60 ft. radius centered on the witch, and its duration is 1 
  round per witch level the user possesses with no need to concentrate. This hex 
  can be used once per day. This hex can be taken multiple times, selecting a 
  new spell each time.
     Songbird (Sp): Choose a creature within 30 ft. to be affected by this hex. It 
  must succeed a Will save or else it gains an uncontrollable compulsion to sing 
  whenever it vocalizes for the next 24 hours. For all skill checks made involv-
  ing the hexed creature attempting to speak, it must use its ranks in Perform 
  (sing) in place of the skill it normally would use if its Perform (sing) ranks 
  are lower. Spells used by the hexed creature that have verbal components 
  fail unless the creature succeeds a Perform (sing) check (DC = 10 + level of 
  spell). Whether a creature succeeds a save against this hex or not, it cannot be 
  targeted by this hex more than once every 24 hours. This is a mind-affecting 
  compulsion effect.
     Tactical Transference (Sp): When the witch uses this hex, select one feat 
  they possess. The target of this hex is treated as if it possessed the chosen feat 
  for 1 round per witch level the witch possesses while the witch is treated as if 
  they no longer possessed it or any other feat for which it is a prerequisite. The 
  target does not need to meet the prerequisites of this feat to gain its benefits. 
  A target cannot be affected by this hex more than once every 24 hours.
  Major Hexes
  The following major hexes were innovated by Porphyran witches, although 
  they are available to any witch who chooses to learn them.
     Major Jumpy Hexer (Sp): Treat this as the jumpy hexer hex, except the 
  witch can also select a major hex.
     Major Pain (Sp): A witch can call upon dark powers to cause terrible 
  injuries to form in those they touch. This acts as aninflict serious wounds spell 
  using the witch’s caster level. Once a creature has taken damage from a major 
  pain hex, it cannot be affected by it again for another 24 hours. At 15th level, 
  this hex acts as inflict critical wounds.
     Major Scrying Sight (Su): Select any spell with “detect” in its name which 
  the witch has previously selected with the scrying sight hex. When using the 
  scrying sight hex for that spell, its area increases to a 120 ft. radius and its 
  
  39
  duration becomes 1 minute per witch level the user possesses with no need to 
  concentrate. A witch must know the scrying sight hex to select this hex.
     Major Tactical Transference (Su): When using the tactical transference 
  hex, the witch does not lose access to the chosen feat or any feat for which the 
  chosen feat is a prerequisite. A witch must know the tactical transference hex 
  to select this hex.
     Vile Vomit (Sp): This functions as the living vomit hex, except the witch 
  can also vomit aberrations, outsiders, and undead with the swarm subtype. 
  The witch must know the living vomit hex to select this hex.
     Wild Thing (Ex): Natural weapons granted to a witch by a hex deal dam-
  age as if from a creature one size category larger. At 16th level, they deal dam-
  age as if from a creature two size categories larger. The witch must know the 
  jagged smile, nails, or prehensile hair hex to select this hex.
  Grand Hexes
  The following grand hexes were innovated by Porphyran witches, although 
  they are available to any witch who chooses to learn them.
     Grand Jumpy Hexer (Sp): Treat this as the jumpy hexer hex, except the 
  witch can also select a major or grand hex.
     Grand Scrying Sight (Su): The spell selected for the witch’s major scrying 
  sight hex is constantly active and has its area increased to a 240 ft. radius. A 
  witch must know the major scrying sight hex to select this hex.
     Steal Breath (Sp): Once per day, as a full-round action, the witch can 
  touch a single creature to draw its breath from its lungs, killing it instantly. 
  This functions as the instant suffocation spell.
  Feats
  The following feats were developed by witches of Porphyra, though any indi-
  vidual who meets their requirements can put them to use: 
  Accursed Spell (Metamagic)
  “I know just the trick to make sure this spell takes hold. You wouldn’t happen to 
  have a bit of his hair or a toenail clipping on hand, would you?”
  Prerequisites: Hex class feature
  Benefit: An accursed spell with the curse descriptor uses your hex’s DC rather 
  
  40
  than the spell’s normal DC. An accursed spell uses the same level of spell slot 
  as the spell’s actual level. Spells without the curse descriptor are unaffected.
  Conductive Strike (Combat)
  “It’s a lot less of a drain on your strength when you channel your energy through 
  the blade like this, you see?”
  Prerequisites: Arcane Strike, able to cast 2nd level arcane spells
  Benefit: While wielding a weapon with the conductive quality while your 
  Arcane Strike is active, that weapon’s conductive quality consumes 1 use of an 
  ability rather than 2.
  Normal: Conductive weapons consume 2 uses of a spell-like or supernatural 
  ability when used to deliver its effects alongside a weapon attack.
  Hex Conduction (Combat)
  “Yeah, I’d understand the blow knocking my teeth out if she had used a club. But 
  she stabbed me. In the leg...”
  Prerequisites: Arcane Strike, Hex Strike, hex class feature
  Benefit: While your Arcane Strike is active, you can deliver the effects of a 
  hex you’ve chosen for Hex Strike alongside any successful weapon attack once 
  per round as a free action. Doing so does not provoke an additional attack of 
  opportunity.
  Hexed Spell (Metamagic)
  “If there’s anything worse than getting a fireball to the face, it’s getting a fireball to 
  the face that puts you right to sleep.”
  Prerequisites: Able to cast 2nd level spells, able to learn hexes through a class 
  feature.
  Benefit: When you gain this feat, choose one hex you know which can affect 
  a single opponent. When a creature fails its save against your hexed spell, it 
  is subjected to the chosen hex so long as it could normally be targeted by it. 
  If the hexed spell affects multiple targets, choose one to be affected by the 
  chosen hex. A hexed spell uses up a spell slot one level higher than the spell’s 
  actual level.
  
  41
  
  42
  Patron-Blessed Familiar
  “Huh. Ain’t never done seen a crab what could jump over my head b’fore.”
  Prerequisites: Patron or spirit class feature, must possess a familiar, shaman 
  or witch level 3rd
  Benefit: Your familiar can use the 1st-level spell granted by your patron or 
  spirit once per day as a spell-like ability.
  Special: If you possess both the patron and spirit class features, you can only 
  select one to grant your familiar its 1st-level spell, and you must know the 
  spell to select it for this feat.
  Patron-Blessed Familiar, Improved
  “Silly almiraj, tricks are for- oh. Oh, so you do know some tricks. Never mind, 
  then...”
  Prerequisites: Patron-Blessed Familiar, must possess a familiar, patron or 
  spirit class feature, shaman or witch level 9th
  Benefit: Your familiar can use the 1st-level spell granted by your patron or 
  spirit three times per day as a spell-like ability. In addition, it can use the 
  2nd-level spell granted by your patron or spirit by expending three uses of its 
  1st-level spell.
  Special: If you possess both the patron and spirit class features, you can only 
  select one to grant your familiar its 2nd-level spell, and you must know the 
  spell to select it for this feat.
  Patron-Blessed Familiar, Greater
  “Yer a hairy wizard.”
  Prerequisites: Improved Patron-Blessed Familiar, must possess a familiar, 
  patron or spirit class feature, shaman or witch level 15th
  Benefit: Your familiar can use the 1st-level spell granted by your patron 
  or spirit five times per day as a spell-like ability. In addition, it can use the 
  3rd-level spell granted by your patron or spirit by expending five uses of its 
  1st-level spell.
  Special: If you possess both the patron and spirit class features, you can only 
  select one to grant your familiar its 3rd-level spell, and you must know the 
  spell to select it for this feat.
  
  43
  Ray Breath
  “I’ve met some people with bad breath in my day, but never so bad it literally 
  makes ya bleed just smellin’ it.”
  Prerequisite: Wicked Breath
  Benefit: Your Wicked Breath metamagic feat can be used with spells which 
  require a ranged touch attack. If a spell prepared as a wicked breath spell 
  would normally require a ranged touch attack, it instead requires a Reflex 
  save; succeeding this save halves damage dealt and negates any other effects.
  Wicked Breath (Metamagic)
  “And you’re sure you don’t have a dragon in your family a few generations back?”
  Prerequisite: Able to cast 4th level spells
  Benefit: Your spell is emitted from your mouth as if it was a breath weapon. 
  When you select this feat, you must choose either a cone or a line; once this 
  choice is made, it cannot be changed. When casting a spell which normally 
  affects a single target, it instead affects a 30 ft. line or a 15 ft. cone, regard-
  less of its original range. A wicked breath spell uses up a spell slot three levels 
  higher than the spell’s actual level. Touch-range spells, spells that require a 
  ranged touch attack, and spell which affect more than one single target are 
  not affected by this spell. Although the spell is emitted from your mouth, this 
  does not interfere with verbal components.
  Special Materials
  The following materials are native substances to Porphyra, and can be used in 
  the creation of equipment ad items both mundane and magical:
  Hauntwood
  The hauntwood is exactly what one might expect from its name. Usually 
  found in swamps and marshland, these trees bear pale grey bark that at first 
  glance appears brittle, but is surprisingly firm and difficult to break off from 
  a healthy hauntwood. This is due to its thick adhesive sap, which hardens 
  into a tough, rubbery layer just underneath the bark. Their foliage is similar 
  to that of a willow, but is much more sparse and hair-like, often tangling into 
  sheets that resemble dirty linen hanging from their limbs. In spite of their 
  tough bark, the wood is soft and easy to cut or burrow through, making the 
  
  44
  trees ideal homes for insect colonies, while smaller insectivores such as spiders 
  and toads stay in the branches and around the roots. Porphyran hauntwood is 
  found in Avandrool (and used extensively by the grippli there), the Mires of 
  Ashael, and is a brisk export from the Sowton Moors in southern Geranland.
     Hauntwood is highly conductive of magical energies, particularly those 
  of illusion and necromancy, and is often used to form paper for spellbooks, 
  but is too soft to function well for weaponry or armor. Its bark, however, is a 
  substance quite suitable for armor and shields should large enough pieces be 
  pried from a tree, and is just as magically conductive as the heartwood.
     Equipment crafted from hauntwood bark grant those wearing them some 
  nominal protection from spells from the illusion and necromancy schools, 
  granting a bonus on saves against such effects equal to the armor or shield’s 
  enhancement bonus. In addition, they provide damage reduction of 1 against 
  damage from illusion and necromancy effects. Witches wearing hauntwood 
  armor receive the added benefit of increasing the DC of their hexes by 1; 
  however, they must wear such armor with care, since it could still interfere 
  with the somatic components of their spells.
     Hauntwood can be used to craft any light or medium armor or shield 
  that could be made of either wood or metal, but not leather or cloth, and it 
  cannot be used to craft weapons or heavy armor. Equipment crafted out of 
  hauntwood has three-quarters its normal hit points and is always masterwork 
  quality. Because it is wood, any equipment crafted from hauntwood is suit-
  able for druids to use.
  Type of  Item
  Item Price Modifier
  Light armor
  +1,500 gp
  Medium armor
  +4,000 gp
  Shield
  +500 gp
  Matoyasite
  This crystalline substance is easily mistaken for common glass, and is known 
  by some as “sightstone” due to its unique qualities. The easiest way to tell the 
  difference between it and glass is to hold it to light; where glass will be more 
  likely to divide the light as a prism, matoyasite simply appears to absorb it, 
  causing cloudy whiteness to form inside it. It is a native Porphyran stone, and 
  is never found anywhere near porphyrite; it is, ironically, completely absent 
  from the mineral-rich Creeper’s Rift. It is found in significant quantities only 
  in Nor-du-Mag, making it difficult to obtain, but small pockets are found in 
  
  45
  strictly Porphyran mountain ranges.
     Orbs made of matoyasite, appear to be completely translucent when out-
  side of direct light. False diviners have been known to use matoyasite crystals 
  set upon a hole in a table and cast light cantrips underneath to take advantage 
  of this property while telling fortunes, but those familiar with the material 
  will be likely to recognize the trick.
     An unusual trait this substance bears - and one which makes its use by 
  fake fortune tellers all the more ironic - is its ability to become “ensouled.” 
  Far more than any other substance, an object made of matoyasite can gain 
  its own will and intelligence, though the process by which this occurs is still 
  unknown. Some speculate that it’s actually composed of countless creatures 
  that bond into a gem-like form when dormant, and magical energies awaken 
  them, while others believe sightstone is able to absorb the souls of beings 
  when it’s used for divination and necromancy. A few believe them to be im-
  mature crystalline horrors, or the remains thereof. In addition, matoyasite 
  is strongly linked with sight, and can both provide and take it away from 
  others. Matoyasite that has not become ensouled holds the same sight-related 
  qualities as ensouled matoyasite does, although ensouled matoyasite is active 
  about using them. This material is very popular with witches - particularly 
  those who focus on divination magics - though spellcasters in general also 
  enjoy its benefits.
     Matoyasite can be used to craft melee and thrown weapons which deal 
  slashing or piercing damage as well as arrows and crossbow bolts, being bro-
  ken into sharp slivers or arrowheads much the way obsidian is, but because 
  it’s so fragile and is found in relatively small amounts, it’s not particularly 
  useful as armor, and bullets for both slings and firearms shatter harmlessly on 
  impact, making matoyasite useless for their construction. When one strikes 
  with a matoyasite weapon or ammunition, they gain a brief glimpse at the 
  world through the eyes of the creature they hit, granting the user an insight 
  bonus to AC against that creature equal to 1 + the weapon’s enhancement 
  bonus for 1 round. The target must succeed a Will check (DC = 15 + the 
  weapon’s enhancement bonus) to avoid this effect. When a weapon made of 
  matoyasite is sundered (whether or not it is broken or destroyed), the creature 
  that struck it must succeed a Will check (DC = 10 + the weapon’s enhance-
  ment bonus) or be blinded for 1d4 rounds as the shattering crystal drains 
  away their eyesight. Witches and other spellcasters have a powerful bond with 
  matoyasite equipment; witches add ½ their caster levels to the DCs of effects 
  of matoyasite weapons, while other spellcasters add ¼ their caster levels.
     Non-magical matoyasite weapons and ammunition gain the fragile qual-
  ity and are always masterwork. They have half the base hit points of normal 
  
  46
  equipment of the same type, but despite their fragility, are quite difficult to 
  shatter, possessing half again as much hardness if constructed properly. Weap-
  ons made of matoyasite cost an additional 2,500 gp, while ammunition costs 
  an extra 45 gp per item (this includes the cost to make the weapons master-
  work).  
  Sample Character
  The following sample character was built using options from this product and 
  other sources.
  Kabal Dunedusk
  “So, you cheloks plan to travel across the Glass Sea? This one doubts many two-
  legged ones could make it, and you seem more ill-prepared than most. Fortuitous 
  for you, then, that this one is headed the same way, is it not?”
  Kabal Dunedusk (CR11; XP 13,200)
  Male khvostik polkan witch (insufflator) 11
  NG Medium monstrous humanoid
  Init +7; Senses low-light vision, Perception +12
  Defense
  AC 20, touch 16, flat-footed 18 
  (+4 armor, +3 deflection, +2 Dex, +1 insight)
  hp 93 (11d6+22)
  Fort +8, Ref +9, Will +11
  Offense
  Speed 40 ft.
  Melee +1 starknife +5 (1d3, 3x)
  Ranged +1 starknife +9 (1d3, 3x, 20 ft.)
  Special Attacks hag’s breath, hexes (cackle, evil eye[-4, 10 rounds], jumpy 
  hexer [evil eye], major pain, pain)
  Spell-Like Abilities (CL 11th; concentration +11)
     Constant—endure elements
  Witch Spells Prepared (CL 11th; concentration +18)
     6th—reach blood boil (F-DC 23), reach wicked breath touch of slime (F-DC 
  21)
     5th—hold monster (W-DC 22), major curse (W-DC 23), reach wicked 
  breath bestow curse (W-DC 21)
     4th—black tentacles, cure serious wounds, reach bestow curse (W-DC 21), 
  
  47
  reach sands of time
     3rd—reach wicked breath inflict light wounds (3) (W-DC 20), reach wicked 
  breath cure light wounds, sand whirlwind (2) (W-DC 20)
     2nd—shifting sand (2) (R-DC 19), wicked breath mudball (2) (R-DC 18), 
  wicked breath ray of sickening (2) (F-DC 19)
     1st—mage armor (2), nauseating dart (2) (F-DC 18), sleep (2) (W-DC 18)
     0th (at will)—detect magic, read magic, resistance, touch of fatigue (F-DC 18)
  Patron Desert
  Statistics
  Str 8, Dex 16, Con 14, Int 24, Wis 12, Cha 10
  Base Atk +5; CMB +4; CMD 17 (+4 racial bonus vs. trip attempts)
  Feats Boon Companion, Martial Weapon Proficiency (starknife), Ray Breath, 
  Reach Spell, Spell Focus (necromancy), Wicked Breath (cone)
  Skills Acrobatics +9, Diplomacy +4, Escape Artist +9, Heal +15, Intimidate 
  +13, Knowledge (arcana) +14, Knowledge (nature) +14, Perception +12, Pro-
  fession (farmer) +11, Sense Motive +12, Spellcraft +21, Swim +7, Use Magic 
  Device +14
  Languages Common, Draconic, Polkan, Samsaran, Sylvan, Terran
  SQ witch’s familiar (compsognathus [conduit])
  Combat Gear lesser extended rod of metamagic, scroll of dimension door, wand 
  of cure light wounds (38 charges); Other Gear cackling hag’s blouse, cloak of 
  resistance +3, dusty rose prism (normal) ioun stone, headband of vast intelligence 
  +4, horseshoes of the Great Steppes (Dex), +1 returning matoyasite starknife+1, 
  ring of protection +3, ring of sustenance, spell component pouch, 1,021 gp
  Demographics
  Faith Paletius
  Homeland Lotus Blossom Steppes
  A member of his father Yrimik’s stado, Kabal’s early life was spent farming 
  and hunting, but it was on one fateful night that he heard the call of his pa-
  tron, interpreting it as the word of Paletius, in a fevered dream. Upon waking, 
  he found all of his crops withered, and a small saurian beast patiently sleeping 
  in the dried, dusty stalks. Through it, he saw visions of heat, sand, and decay, 
  but also the power to use such things productively. Unable to fulfill his role in 
  his clan, he left his home behind to search out his destiny.
     This was five years ago, and he has traveled and experienced much in his 
  life already, having developed a gift for necromancy and learned much of the 
  lands beyond the Steppes. However, he has come to the conclusion that, in 
  order to learn where he belongs, he will need to consult those most strongly 
  linked to the desert.
  
  48
   Boon: Kabal is generally distrusting of cheloks, but also knows well enough 
  that he may require help to find his place in the world. He begins with an 
  attitude of neutral toward all PCs; all Medium two-legged races besides 
  dwarves receive a -2 penalty to skill checks to affect his attitude, while all 
  Small races receive a -4 penalty. These penalties can be overcome by dueling 
  with and defeating him, which immediately improves his attitude so long as 
  he was defeated fairly. He is particularly trusting of dhosari and other polkan 
  however, and those races receive a +2 circumstance bonus on skill checks to 
  improve his attitude toward them, increasing to +4 for other khvostik polkan. 
  Those who intentionally seek to harm his familiar gain his ire, and immedi-
  ately reduce his attitude to unfriendly (or hostile, if he is already unfriendly 
  toward them).
     His ultimate goal is to find information regarding any desert, and will join 
  individuals he is at least friendly with and who have missions within the Gha-
  dab, the Deserts of Siwath, or the Wastes of Simoon. Succeeding these mis-
  sions will see him finding a sense of fulfillment and purpose, and he will leave 
  the group at such time but also teach all individuals in the party the Polkan 
  language and give them his +1 returning matoyasite starknife as a parting gift. 
  From that point forward he will reside in a major city within the region in 
  which the mission took place, and can be sought for aid in further missions 
  within that region.
  
  49
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Amphisbaena from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
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  Anger of Angels. © 2003, Sean K Reynolds.
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  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
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  Cave Fisher from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick.
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  50
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  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
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  based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
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  Freeport Companion: Pathfinder Roleplaying Game Edition © 2008, Green Ronin Publishing, LLC; Authors: Robert J. Schwalb; Adam Daigle; Brandon 
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  based on original material by Underworld Oracle.
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  Pathfinder Adventure Path #55: The Wormwood Mutiny © 2012, Paizo Publishing, LLC; Author: Richard Pett.
  Pathfinder Adventure Path #99: Dance of the Damned © 2015, Paizo Inc.; Authors: Richard
  Pett, with Stephanie Lorée, Michael McCarthy, Alistair Rigg, F. Wesley Schneider, and Todd Stewart.
  Pathfinder Campaign Setting: Dungeons of Golarion. © 2011, Paizo Publishing, LLC. Authors: Jason Bulmahn, Matthew Goodall, Brandon Hodge, 
  Anthony Pryor, and Mike Shel.
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  51
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, 
  Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. 
  Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Races © 2015, Paizo Inc.; Authors: Ross Byers, John Compton, Adam Daigle, Crystal Frasier, Matthew Goodall, 
  Alex Greenshields, James Jacobs,
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  Pathfinder Chronicles: Faction Guide. Copyright 2010, Paizo Publishing, LLC; Authors: Crystal Frasier, Joshua J. Frost, Hal Maclean, Tim Hitchcock, 
  Jonathan H. Keith, Michael Kortes, Jason Nelson, Jeff Quick, Christopher Self, Sean K Reynolds, and Todd Stewart 
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
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  Ross.
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  Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike 
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  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David Schwartz, 
  and Jerome Virnich.
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  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David Schwartz, and Kaitlyn Sprague.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason 
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  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
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  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter,  and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, 
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
  Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, 
  Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
  52
  Pech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Simon Muth.
  Slithering Tracker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material
  by Gary Gygax.
  Soul Eater from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by David Cook.
  Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene 
  and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tentamort from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. 
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors, Revised. Copyright 2002 Necromancer Games, Inc. Authors: Scott Greene, with Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawringer, Clark Peterson, Greg Ragland, and Bill Webb; Based on original content from TSR. 
  Tome of Horrors III Copyright 2005 Necromancer Games, Inc. Author Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnson, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb, and Bill Webb.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Vegepygmy from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Yellow Musk Creeper from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie 
  Fiore.
  Yellow Musk Zombie from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie 
  Fiore.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Witches of Porphyra © 2017, Purple Duck Games. Author: Onyx Tanuki.
  Open Game Content: All text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Witches of Porphyra.pdf