Hex ChannelerWitch Archetype |
||
---|---|---|
Fortitude Low |
Will High |
Reflex Low |
Base Attack Bonus Low |
HP per level 4/ Level |
HP 6 |
Max level of Spells 10 |
Caster ability Intelligence |
Caster type Memorizing Spells |
Class Initial Features |
||
Class Skills |
||
Hex Channeler is a sub-class in Pathfinder: Wrath of the Righteous. Generally feared and misunderstood, the Hex Channeler draws her magic from a pact made with an otherworldly power. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells, but also a number of strange abilities known as hexes.
"A hex channeler is a witch who devotes herself to either life—healing the wounded and destroying the undead—or death, slaying the living and aiding undead.."
Hex Channeler Information
- Base Class: Witch
- High saves: Will, Reflex
- Low saves: Fortitude
- Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Persuasion, Use Magic Device
- Proficient with all Simple Weapons.
Witch Progression
Level |
Abilities |
1 | Hex, Witch's Familiar, Patron |
2 | Channel Energy |
3 | |
4 | Hex |
5 | |
6 | Hex |
7 | |
8 | Hex |
9 | |
10 | Hex, Major Hex |
11 | |
12 | Hex |
13 | |
14 | Hex |
15 | |
16 | Hex |
17 | |
18 | Hex, Grand Hex |
19 | |
20 | Hex |
Hex Channeler Abilities
Witch's Familiar
At 1st level, a Witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional Spells, and help with some types of magic.
A Witch must commune with her familiar each day to prepare her Spells. Familiars store all of the Spells that a Witch knows, and a Witch cannot prepare a Spell that is not stored by her familiar. A Witch's familiar begins play storing all of the 0-level witch Spells plus three 1st level Spells of the witch's choice. The Witch also selects a number of additional 1st-level Spells equal to her Intelligence modifier to store in her familiar. At each new Witch level, she adds two new Spells of any spell level or levels that she can cast (based on her new Witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Patron
At 1st level, when a Witch gains her familiar, she must also select a Patron. This Patron is a vague and mysterious force, granting the Witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch's Patron adds new Spells to a witch's list of Spells known. These Spells are also automatically added to the list of Spells stored by the familiar. The Spells gained depend upon the patron chosen.
Hex
Witches learn a number of magic tricks, called Hexes, that grant them powers or weaken foes. At 1st level, a Witch gains one Hex of her choice. She gains an additional Hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual Hex more than once.
Using a Hex is a Standard Action that doesn't provoke an Attack of Opportunity unless otherwise noted. The saving throw DC to resist a Hex is equal to 10 + half the Witch's level + the Witch's Intelligence modifier. For Stigmatized Witch the saving throw use Charisma modifier instead of Intelligence modifier.
Major Hex
Starting at 10th level, and every two levels thereafter, a Witch can choose one of the following Major Hexes whenever she could select a new hex.
Grand Hex
Starting at 18th level, and every two levels thereafter, a Witch can choose one of the following Grand Hexes whenever she could select a new hex.
Channel Energy (Hex Channeler)
At 2nd level, a Hex Channeler can call upon her patron to release a wave of energy from herself. A good witch channels positive energy (like a good cleric), and an evil witch channels negative energy (like an evil cleric). A witch who is neither good nor evil must choose whether she channels positive or negative energy; once this choice is made, it cannot be reversed.
Channeling Energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Witch. The Witch can Channel Energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). The Hex Channeler uses her Witch level has her Cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The Hex Channeler can choose whether or not to include herself or her familiar in this effect.
This burst heals or deals 1d6 points of damage. Every time the Hex Channeler is able to learn a new Hex (Including major or Grand Hexes), she can instead increase her channel energy amount by 1d6.
Simple Weapon Proficiency
You become proficient with all Simple Weapons.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |