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Advanced Feats: The Witch's Brew (PFRPG) PDF
***** (based on 5 ratings)

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The Witch’s Brew mixes together a cauldron full of feats and builds to create a witch character for Pathfinder Roleplaying Game that evokes the awe and dread of medieval folklore.

    Created by Sigfried Trent, this 14-page book includes:
  • A breakdown of the Witch class
  • 30 new feats for witches including Craft Magic Tattoo, Usurp Spell and Familiar Reincarnation
  • Witch character builds: arch-witch, white witch and wicked witch!

Teach your enemies not to trifle with powers beyond their comprehension: get your copy of Advanced Feats: The Witch’s Brew today!

Includes a HeroLab data file for almost all the feats in the PDF. (Because Hero Lab doesn't currently support multiple spellbooks or familiars (it can handle familiar & companion, but not two of the same), this data file does not cover Serve Two Masters and Extra Familiar.)

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Will be added to your downloads immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


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Product Reviews (5)



Average product rating: ***** (based on 5 ratings)


*****

awesome book


A very awesome book, that is simple and elegant in what it offers.

The feats are all pretty solid and I like how a fair amount are more flavorful, roleplay oriented as opposed to straight power boosts.

I *highly* recommend this book for anybody looking to build a Witch, or any caster for that mater.



****( )

A nice bunch of options for Witches


This pdf is 14 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving 11 pages of content.

The pdf, as all advanced feat books, opens with a introduction and discussion of the class.
After this short discussion, we get the meat of the book, 30 new feats for Witches.

The feats are:

Ability Damage Resistance: Reduce all ability damage by 2 points

Counterspell Feedback: Damage casters when countering their spells
Craft Magic Tattoo: Tattoo yourself and others with spell effects

Delay Spell: Delay the effect of a spell

Discriminating Spell: Alter a spell to affect or not affect a chosen race or creature type

Dispel Mastery: +3 bonus to dispel checks

Expert Healing: Heal 1d4 damage using a healer’s kit

Extra Familiar: Summon an additional familiar

Familiar Concentration: Familiar can maintain spell concentration

Familiar Development: Familiar gains abilities as if 2 levels higher

Familiar Feat: Familiar learns a feat

Familiar Focus: Familiar’s abilities are based on your character level

Familiar Range Extension: Familiar’s range extends to 100 miles

Familiar Reincarnation: New familiars know the spells of former familiars

Familiar Training: Familiar can utilize your feats

Guarded Casting: Fight defensively while casting spells and activating magic items

Hexing Familiar: Familiar performs hexes

Improved Caster Level: Increase CL by 4, up to character level

Infer Spell: Learn spells from spell trigger or spell completion magic items

Linked Resistance: Gain your familiars spell resistance for 1d4 rounds

Mass Effect Spell: Single target spells affect multiple targets

Opportunity Counterspell: Counterspell without a readied action

Potent Hex: +1 to hex DC

Rememorize: Change a prepared spell in 1 hour

Robust Health: +4 to saves against poison and disease

Seduction: Gain bonus to Bluff, Diplomacy, and Charm spells

Serve Two Masters: Gain a second set of patron spells

Signature Focus: Create an expensive item that replaces costly spell components

Soul Mate: Sense when your soul mate is in danger and gain a bonus to skill checks used on them

Touch Mastery: Use spellcasting ability score on touch attacks

Usurp Spell: Gain benefits of spell countered

Comments on select feats:

Ability Damage Resistance: Ok, why does this not have a prerequisite? 2 points ability damage less? That's a godsend at lower levels! Why doesn't it explain how this resistance comes about? A little fluff-blurb would have gone a long way to make this feat feel less metagamey.

Counterspell Feedback: Cool idea, neat balancing. I would take it.

Delay Spell: Another very good and strategic idea I like. Players will LOVE this.

Discriminating Spell: Another feat I like, as I use the mechanic already in my rather dark and grim home-campaign, where I've substituted alignment-based attacks with character belief-based ones. Neat.

Expert Healing: A godsend for low-magic campaigns that don't feature your med-kit cleric/druid at every corner.

Familiar Development feats: I liked them, as they make the witch feel more unique and her familiar different from e.g. the Wizard's one. It also forces hard choices on the PC: Use the familiar and risk it being hurt? Etc.
Infer Spell: While I like the idea, I somewhat have a mild disdain for the execution - learning spells from any items with one check seems wrong to me, but that is just my personal preference.

Mass-Effect Spell: Gold for buff/debuff casters and a nice alternative to all the mass X spells.
Opportunity Counterspell: Steep requirements, cool payoff. Never build your high-level caster without it.

Rememorize: Nice feat if you don't use the alternative rules of replacing spells in 15 minutes.

Robust Health: Great idea to help against poisons etc without conferring immunity.

Seduction: Just up my alley, this is a roleplaying feat as in opposed to roll-playing. Plus: I like some potentially adult themes in my games. Nice.

Serve Two Masters: This feat screams "character backstory"-development. I like it.

Usurp Spell: Complimentary to "Parry Spell", this feat is a good idea.

The pdf also has three sample builds, the Arch Witch, the White Witch and the Wicked Witch.

Conclusion:
Editing and layout are top-notch, gone is the parchment-like printer-unfriendly layout of "Secrets of the Alchemist". I didn't notice any typos. The cover artwork is the only one in the file and nice, although it didn't impress me either. All in all, I felt that this installment of Advanced Feats is superior to the one on the alchemist, mainly because I didn't find any feats I considered unsalvageable/broken. While "Rememorize" collides with the alternative rules I use and while "Ability Damage Reduction" still feels plain wrong to me, my overall impression is that this book focuses more on the Witch and making the class more unique, make her stand out more etc - i.e., it is more focused. Due to this focus and the overall improvement of both content and layout, I'll settle for a final verdict of 4 stars. While not perfect or as good as "Cavalier's Creed", this is a worthy addition to any Witches arsenal.



*****


*****

30 New feats for witch's


As often is the case my review wouldn't fit. See forum post for full review.



*****

An RPG Resource Review


There were a few attempts to bring out a Witch character class for Dungeons & Dragons 3e, but now that Paizo have added one to the Pathfinder RPG, witches are now integrated into the ruleset... and ripe for development and expansion, as here. Now Pathfinder witches are powerful wielders of magic, not cuddly modern Wiccans but a spellcasting force to be reckoned with, a match for any wizard or sorcerer and able to hold their own in play.

While you will need to read the full class in the Advanced Player's Guide before you start to use this book, it begins by giving an overview of the specific strengths of this character class. In some ways they are similar to wizards with spell lists, familiars, and 'at will' powers at their disposal; but the differences are quite profound. Witches tend to be more generalist, and their familiars can act as a repository for their magical knowledge, a sort of 'living spellbook' which means that, as written, it's probably not a good idea to allow your familiar to brawl too often. The real fun comes with the hexes that they can cast, these 'at will' powers give the witch some of the flavour and potency of the most feared mediaeval legend. Just as well, as they are not very physical and need to rely on defensive and healing magic in combat situations.

The class summarised, we move on to the real meat of this work, a full 30 new feats designed to make the most of the witch class, building on her strengths and addressing at least some of the weaker areas. Many are available to any character who can meet the prerequisites, but they are designed with the witch in mind. There are some nice ones to enhance your familiar - perhaps it too can cast hexes or concentrate to maintain a spell freeing you to do something else - and many improve or allow variation in spells. For example, there's the Discriminating Spell metamagic feat, which lets you choose to have one specific race or creature type either targeted by or immune to the spell you wish to cast. Indeed there is a wealth of neat ways to hone your witch's abilities through these feats.

The work rounds off with three witch 'builds' - suggested ways of planning and developing a witch character from first level on. One is the arch-witch, a magic specialist who dominates other spellcasters, demanding knowledge and power from them. Then there's the white witch, who defys the usual image of an evil cackling crone casting curses, specialising in healing both the injured and the world as a whole. And if you'd rather be traditional, there's a wicked witch as well!

Overall, if you want to play a witch this work has some useful suggestions for making the most out of the class, playing to the strengths and exploiting potentials.


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