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Ultimate Gabby Witch

These charismatic witches rely on their otherworldly charms to achieve their


aims. A seducer focuses on enchantments, turning enemies into friends and
friends into toys for her amusement.
Patron: A seducer must select enchantment as her patron.
Otherworldly Allure
A seducer’s power comes from her allure. She uses her Charisma rather than
her Intelligence score for the purpose of all class features and effects related to
her witch class, such as bonus spells per day, the maximum spell level she can
cast, and save DCs of her spells and hexes.
Fey Charm (Su)
A seducer gains the charm hex at 1st level. The save DC of this hex is increased
by 1. If the target is (or could be) sexually attracted to the seducer, the save DC
is instead increased by 2. If she and the target have had willing sexual relations
in the past 24 hours, the save DC is instead increased by 3.
This ability alters the hex gained at 1st level.

Level 2 Oracle Dip Imperitive for build, pick up Waves revelation.


Winter Witch
A winter witch has the following class features.
Familiar
Winter witches must choose a familiar that is native to the frozen north, even
when they themselves operate in other regions. Traditionally, this limits winter
witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter
witch who gains the Improved Familiar feat can select any familiar she desires,
save for familiars with the fire subtype.
Cantrips
A winter witch adds ray of frost to her spell list, but does not automatically learn
this cantrip.
Patron
A winter witch must choose her patron from one of the following patron themes:
enchantment.
Ice Magic
When a winter witch casts a spell with the cold descriptor, the save DC of the
spell increases by +1. A winter witch cannot learn or cast spells with the fire
descriptor at all.
Cold Flesh (Ex)
At 1st level, a winter witch gains endure elements as a constant spell-like ability,
but only against cold temperatures. At 4th level, she gains cold resistance 5,
making her comfortable in near-freezing temperatures. At 9th-level, this
increases to cold resistance 10, and at 14th level, it becomes immunity to cold.
This replaces the witch’s 4th-level hex.
Hexes: The following hexes complement the winter witch archetype: beast eye,
blight, cook people, evil eye, feral speech, hag’s eye, hoarfrost, ice tomb, witch’s
hut.
A winter witch can select the following hexes:
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the
witch climbs must be icy. The witch can move across icy surfaces without penalty
and does not need to make Acrobatics checks to run or charge on ice. She can
move across regular snow without penalty, and heavy snow only costs her 2
squares of movement instead of 4.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can
infuse the magic with cold as a swift action. This grants the spell the cold
descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch
spell allows a saving throw, a successful save negates this additional cold
damage.

Seducer’s Kiss (Su)


At 6th level, a seducer can kiss another creature as a melee touch attack. The
target must succeed at a Will save (DC 10 + half the seducer’s level +
her Charisma modifier) or be staggered for 1 round. If the target is (or could be)
sexually attracted to the seducer, the save DC is increased by 2. If the seducer
and the target have had willing sexual relations in the past 24 hours, the save DC
is instead increased by 4. Whether or not the creature succeeds at this save, it
cannot be the target of this ability again for 1 day. At 10th level, this ability
causes the target to become stunned for 1 round, then staggered for an
additional round. This is a mind-affecting charm effect.
This ability replaces the hex gained at 6th level.
Garden of Delight (Su)
At 8th level, the seducer can create a magical bower once per day. This
functions as tiny hut with a caster level equal to the seducer’s witch level, but the
interior is a lush garden. Those who rest for 8 hours within the garden heal at
twice the usual rate. In addition, any creature engaging in willing sexual relations
with the seducer in this garden gains a +2 morale bonus on saving throws for the
next 24 hours. This bonus does not apply on saving throws against the seducer’s
spells or abilities.
This replaces the hex gained at 8th level.

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