Pathfinder: Trickster Witch

Continuing our series of witch hexes that you can only take with a certain patron, we focus this week on the Trickery patron. These witches are special. While they are still full spellcasters, they have an element of the “sneaky bastard” as my wife calls, giving them a rogue-like flare. Trust in useless objects is a favorite of mine. So few abilities lower a creature’s armor class that it really makes this hex a must have. 

The inspiration for covered in horrors comes from the movie Young Sherlock Holmes. It may be a bad movie, but I’ve drawn so many ideas from it, it deserves credit where credit is due. In the movie, the cult makes people hallucinate that something terrible has covered their bodies and the only way if getting rid of it is to take such drastic action that you do not realize you are harming yourself. Here, this is just such an effort. 

Remember to check out out patrons on death, agility, elements, light, and shadow.

Trickery Hexes

Confusing Friends and Foes (Su): The witch curses a creature to have trouble telling friends from enemies. The creature must attempt a Will save each round for a number of rounds equal to the witch’s Intelligence modifier. On a failed save, the creature believes those it normally considers its allies to be its enemies and those normally its enemies to be its friends. The duration of this hex can be extended with the cackle hex.

Trust in Useless Objects (Su): The witch touches a creature’s armor or shield. The creature wearing the armor or holding the shield reduces the bonus the object grants to the creature’s Armor Class by a number of points equal to the witch’s level (to a minimum bonus of 0). This reduction in Armor Class bonus lasts for a number of rounds equal to the witch’s Intelligence modifier. This hex can be extended with the cackle hex.

Major Hex: Covered in Horrors (Su): The witch makes a creature within 30 feet believe itself to be covered in snakes, spiders, or something else equally terrifying. A creature that fails a Will save is overcome with fear and is paralyzed for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the creature fails the save, it must attempt a second save. If the second save fails, the creature can move just enough to attack itself, believing it is attacking the horrors covering its body, dealing its melee attack damage upon itself. Each round, the creature may attempt new saving throws to end the effect. The duration of this hex may be extended with the cackle hex. Once a creature has been targeted by the covered in horrors hex, it cannot be targeted by it again for 24 hours.

Know what advanced race makes a surprisingly good witch: androids. Their Dex and Int bonus are what witches rely on heavily, without costing them hit points like elves do. And their nanite surge is great when using a hex that requires a touch attack. Download the Book of Heroic Races: Advanced Androids for Pathfinder at DriveThruRPG/RPGNow,, and d20PFSRD.

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