Wizards may wield studied spells and clerics pray to the gods themselves, but witchcraft—wild, untamed, perilous—is the magic of the common folk, with all the desperation and danger that implies. Embodied by hags and their half-blood daughters, changelings, witchcraft has always been one of the broadest, most potent, and most misunderstood forces of magic... until now. Learn the dark rituals and curses witchcraft empowers, and the good it stands to do in the world as well.
Inside this book you'll find:
An examination of the changeling race, including changeling covens, enhanced hag heritage, and specific rules for the 10 subraces of changelings, depending on their hag mothers.
New hag- and witchcraft-focused archetypes for a variety of classes, including bloodragers, clerics, investigators, and witches.
New curse spells and magic rituals employed by witches, as well as curse-related feats to help adventurers get the most out of a bad day.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-982-0
Other Resources: This product is also available on the following platforms:
Rather enjoyed this product. The specific changeling heritages are both descriptive and varied, much like the “Blood of Angels/Fiends” books were, with an addition to unlock more of your hag-heritage!
Also, of note was an expansion on patrons, called ‘agendas’ – you can now have a patron that perhaps pays more attention to you than other witches, and include both boons and banes.
There is some material about hags and covens, but it doesn’t make the mistake Blood of the Night’s mistake with dedicating player options for vampires. Informative, but short.
Of the archetypes, the malice binder was very cool and interesting: a witch hunter that uses a specific magic to aid in battling their prey. It is an archetype that I would like to see have more options released in future products regarding one of its selectable class abilities (similar to new discoveries).
Blood of the Coven is a well-worth addition to the Pathfinder Library of both players and game masters.
This Player Companion begins by expanding on the Changelings, both in terms of rules mechanics and lore. It starts off by expanding on the lore presented in the Advanced Race Guide and Inner Sea Races, and moves on to a guideline for Changelings based on non humans, and a note that the Hags with the Outsider type can also create Changelings.
Changelings get some good options in this book. They received the treatment given to Aasimar, Tieflings and Skinwalkers, being given ten(!) optional varieties tied closely to the Changeling’s hag mother. Each lists a typical alignment (which is one variety of Neutral or another, except for Waker May, born from Dreamthief hag’s coven-mates, into whom the Dreamthief pours their fiendish soul). These variants also alter the racial ability modifiers of the changeling, though most have at least one or two modifiers in common with the non-speciality Changeling. Finally, the variants are each given a Hag Racial Trait, usefully collected from the various Bestiary entries of Hags, expanding the options from the Advanced Class Guide.
This section is excellent, and my only real disappointment is that Slag May, Annis-born Changelings retain a constitution penalty, the only mar on them making absolutely perfect Bloodragers. Why bloodragers? I’ll get to that, but it's by no means a deal breaker.
The next section covers Covens. Once more, Blood of the Covens does some very useful leg-work in collating information on hags, in this place, the specific spells which a given hag contributes to their coven spellcasting. Additionally, there are a few feats in this section: The shiner here to me is Enhanced Coven. Each changeling with the feat gains an additional 3 coven ‘slots’ per day.
Next up is a fairly long section on Witchcraft. Patrons receive a set of archetypes which left you graft some spells onto your patron spell list, and at the cost of a drawback, you get a bonus hex. The drawbacks by and large are either minor or quite flavourful: the Celestial Agenda wants you to not deceive or threaten people, the Green Whispers patron forbids metal armor and inflicts minor damage in contact with metal and those whose patron is Touched By The Outer Gods are easily confused.
This section also contacts three archetypes for witches, of which my favourite has to be the Hagbound. Hagbound Witches have to take the archetype as their first level, and must continue to take levels in hagbound witch until they can free themselves from the hold a hag has on their souls, slowly transforming them into a Hag, becoming an evil monstrous humanoid with several immunities and hefty spell resistance, unless she can remove the archetype with a miracle before you hit 20th level. The putrefactor gains an honorable mention for being ...thoroughly disgusting, but also an interesting take on a witch with a swarm familiar. The section tops off with three additional patrons, Jynx, Mercy and Rot.
The Witch Religions section provides an overview of the common deities that Witches worship, , and provides the Triadic Priest Cleric archetype, which forms a Triadic bond with exactly two allies, and gains bonuses for working cooperatively with them (I’m strongly considering this archetype if I ever get into a 3 player+GM game in the future)
Next up is a section on curses.slightly over a bag of spells all with the curse descriptor (surprise surprise) and a few feats. The standout feat is the Latent Curse metamagic feat. For a +1 spell level adjustment, you change the target line on a spell to object touched, but the object does not suffer the effect of the spell, oh no, the next creature to touch the object does. I think that this is a legitimately amazing feat with some creative, devious uses.
Hags and the Occult touches on Hagtouched implements and Hag or curse themed archetypes for the Kineticist and Spiritualist as well as a psychic discipline and hag-themed implements for Mediums, and the Arakineticist Archetype. I’m not as familiar as i should be with the occult classes, so I can’t really comment on these.
And then Ritual Magic. I love Ritual magic, and I love these Rituals! Five-Generation Curse is how you get lycanthropic families. Grand Coven lets a coven gain additional members, and gain powerful effects for more members,including wail of the banshee and greater create undead. Invoke the Nemesis is an amazingly thematic spell, I believe it’s a bit let down by being a seventh level ritual that summons a creature with a CR under 4.
Those who hunt is the penultimate section, and probably my favourite in the game, but then I favor martial characters. The Covenbane slayer could easily have been much too niche for consideration in many campaigns, but instead is, in my opinion a viable, strong archetype! The Covenbane slayer gains a supernatural ability to sense spellcasters, hags and creatures with SLAs, as well as recognise creatures disguised magically (“By the prickling of my thumbs, something wicked this way comes...”), Studied target expands to give bonuses against the entire coven after studying a single member, and later expands to include those bound by hive-minds or telepathic bond, an excellent extrapolation of the theme.
The Hagriven Bloodrager is also amazing, gain claws, the ability to sacrifice spell slots for enhancement bonuses to both claws that stack with other enhancement bonuses, and natural armor bonus, and a free floating critical feat, changeable each day. And the art supplied for it on the previous page is excellent. Despite the con penalty on Slag-May/Annis-born Changelings, they’ve risen high on my “Play this concept” list.
The Malice Binder Investigator is perhaps a step down from the un-archetyped Investigator, but contains a slew of interesting abilities, but is perhaps better suited to an NPC than a PC. (But would serve excellently in that role: Wrack is especially cool, and a fantastic way to create tension.
Blood of the Coven closes up with an item section. There’s nothing essential here, but the Pactseeker’s blade is very cool, dealing bonus damage to each of a struck creature’s allies that the creature shares an active spell effect with, and the Battlepot Cauldron, which is a giant spiky pot you can use as a magical heavy mace. Beyond that, you can put up to five potions into the battlepot as a standard action each. When you hit an enemy with the Battlepot, you can free action effect that creature with one of the potions (of your choice) in the pot, very fun, I think! Also, ‘battlepot’ is just a plain fun word.
This wasn’t a book I had any particular excitement for when I first saw it on the release schedule, but I thought I’d take a look, and I was very pleased with what I found. Some very cool archetypes, interesting rituals, a delightfully tricksome metamagic feat. In addition, Paizo has taken an opportunity to enshrine that while hag’s magical nature causes them to bear only female children, these children can express masculine identities or lack clearly defined sexual traits.
Development leads for this book were Crystal Frasier and Jessica Price. John Compton, Eleanor Ferron, Crystal Frasier, Lissa Guillet, Elisa Mader, Adrian Ng, Mark Seifter and Linda Zayas-Palmer are credited as authors. The cover art is by Setiawan Lie, and interior art is by Kent Hamilton, Alyssa McCarthy and Benjamin Widdowson.
As an enthusiast of all things hag-related, I waited with baited breath to acquire this gem.
The new options give a lot of customization to witches, changelings, and coven casters. Pleased to see changeling options for the outsider hags and finally (if not a little brief) new information on hag goddesses.
Interesting to see how different casters and psionics can touch upon the feats, spells, and items. Also pleased to see more classic hag homages, Curse of Dragonflies screams Spirited Away.
All of the Blood supplements have been useful, and Blood of the Coven especially so!
I've been looking forward to this book for months, as our current campaign has a changeling character in it, and we were hoping for more material to work with. Now that it's here I'm blown away by it; I think I can safely say this is my favorite book in the Player Companion line.
This book has great options and information for changelings, hags, and witches in Pathfinder, all in about equal measure. The contributions here go beyond the rule additions however; the book really expands on what we know about hag ecology, the lives of changelings, and the role a patron plays in a witch's spellcasting career. In the case of the patrons, I finally feel like a witch's patron is as active a participant in her character as a cleric's god, which is saying something!
Our game group is going to get a lot out of this book now and in the future. I'd recommend it as a steller expansion on both character options and in-game lore.
Just wanted to point out Dream thief hags, are a cousin to night hags and in the outsider category, so far the Changelings have been the progeny of monstrous humanoids, o which I can only spot 8 on archive of nethys, so we might be getting some new hags or more unusual options.
I suppose I'm wondering if it'll be a feat something like the 'Mother's Heritage' one Changelings got in the ARG, possibly giving different abilities depending on what kind of a hag they come from.
For that matter I wonder if the book will have some hag-related feats that can be taken by non-Changelings.
I suppose I'm wondering if it'll be a feat something like the 'Mother's Heritage' one Changelings got in the ARG, possibly giving different abilities depending on what kind of a hag they come from.
...
I hope they don't do really gimmicky or rehashed archetypes but that's asking for too much sometimes.
I think occult rituals, curses and the power of hag covens is highly underrated but very strong so I'm excited for what ideas they write for that. If there's a changeling player in a campaign you just have to go off to the side for a moment and introduce the coven or mother you come from into the story. Might make for great NPC allies, enemies, or help a player get into that witch role.
I think occult rituals, curses and the power of hag covens is highly underrated but very strong so I'm excited for what ideas they write for that. If there's a changeling player in a campaign you just have to go off to the side for a moment and introduce the coven or mother you come from into the story. Might make for great NPC allies, enemies, or help a player get into that witch role.
I would like some sort of balanced coven option usable for PCs. The spell-like abilities that come with a standard Hag coven are kind of out-there, like many monster abilities (create spawn, handing out free wishes, etc.) that would kind of wreck the game if anyone used them intelligently (meaning that hags, efreeti, specters, etc. aren't allowed to be smart or ambitious, and so seem like less of a threat).
As for occult rituals, I kind of wish Pathfinder Unchained had offered a version in which certain 'troublesome' magic like resurrection, simulacrum, plane travel, long-range teleportation, gate, etc. was changed entirely into occult rituals that required more than just 'congratulations, you are X level, you can now change the world!' But that's super-tangential...
Well to be fair, you can't actually use planeshift unless you have tuning forks to the plane, most GMs and players just forget you have to find those first :P
I think occult rituals, curses and the power of hag covens is highly underrated but very strong so I'm excited for what ideas they write for that. If there's a changeling player in a campaign you just have to go off to the side for a moment and introduce the coven or mother you come from into the story. Might make for great NPC allies, enemies, or help a player get into that witch role.
I would like some sort of balanced coven option usable for PCs. The spell-like abilities that come with a standard Hag coven are kind of out-there, like many monster abilities (create spawn, handing out free wishes, etc.) that would kind of wreck the game if anyone used them intelligently (meaning that hags, efreeti, specters, etc. aren't allowed to be smart or ambitious, and so seem like less of a threat).
As for occult rituals, I kind of wish Pathfinder Unchained had offered a version in which certain 'troublesome' magic like resurrection, simulacrum, plane travel, long-range teleportation, gate, etc. was changed entirely into occult rituals that required more than just 'congratulations, you are X level, you can now change the world!' But that's super-tangential...
Now I want to see a changeling ritual that allows her to temporarily borrow two other herselves from elsewhen on her own timeline to act as her own coven for need-three-participants coven abilities.
I think occult rituals, curses and the power of hag covens is highly underrated but very strong so I'm excited for what ideas they write for that. If there's a changeling player in a campaign you just have to go off to the side for a moment and introduce the coven or mother you come from into the story. Might make for great NPC allies, enemies, or help a player get into that witch role.
I would like some sort of balanced coven option usable for PCs. The spell-like abilities that come with a standard Hag coven are kind of out-there, like many monster abilities (create spawn, handing out free wishes, etc.) that would kind of wreck the game if anyone used them intelligently (meaning that hags, efreeti, specters, etc. aren't allowed to be smart or ambitious, and so seem like less of a threat).
As for occult rituals, I kind of wish Pathfinder Unchained had offered a version in which certain 'troublesome' magic like resurrection, simulacrum, plane travel, long-range teleportation, gate, etc. was changed entirely into occult rituals that required more than just 'congratulations, you are X level, you can now change the world!' But that's super-tangential...
Now I want to see a changeling ritual that allows her to temporarily borrow two other herselves from elsewhen on her own timeline to act as her own coven for need-three-participants coven abilities.
I think occult rituals, curses and the power of hag covens is highly underrated but very strong so I'm excited for what ideas they write for that. If there's a changeling player in a campaign you just have to go off to the side for a moment and introduce the coven or mother you come from into the story. Might make for great NPC allies, enemies, or help a player get into that witch role.
I would like some sort of balanced coven option usable for PCs. The spell-like abilities that come with a standard Hag coven are kind of out-there, like many monster abilities (create spawn, handing out free wishes, etc.) that would kind of wreck the game if anyone used them intelligently (meaning that hags, efreeti, specters, etc. aren't allowed to be smart or ambitious, and so seem like less of a threat).
As for occult rituals, I kind of wish Pathfinder Unchained had offered a version in which certain 'troublesome' magic like resurrection, simulacrum, plane travel, long-range teleportation, gate, etc. was changed entirely into occult rituals that required more than just 'congratulations, you are X level, you can now change the world!' But that's super-tangential...
Now I want to see a changeling ritual that allows her to temporarily borrow two other herselves from elsewhen on her own timeline to act as her own coven for need-three-participants coven abilities.
That's some Shyka s**# right there...
Or Magdh, maybe?
Also, untapped potential here... what about [Teamwork: Coven] Feats?
Ye, do they actually have night and dreamthief hag heritages, and how does that work if they do since they are outsiders(and pretty much same hag type since latter is variant of former) and I think it was stated in other sources they give birth to tieflings instead of changelings?
I'd like to know something about the rituals, and the new Changeling subraces.
QuidEst wrote:
Subraces would be very cool to hear about if you have the time!
CorvusMask wrote:
Ye, do they actually have night and dreamthief hag heritages, and how does that work if they do since they are outsiders(and pretty much same hag type since latter is variant of former) and I think it was stated in other sources they give birth to tieflings instead of changelings?
Spoiler:
Four rituals are detailed:
One creates a hag eye ooze,
The second summons a restless spirit to haunt your vicitms,
Another inducts new members into the coven, beyond three,
the last curses a family for five generations
Some of the subraces have different ability adjustments than a standard changeling. Each as an additional ability they can gain by spending a feat that enhances their theme or gives a small boost to their racial ability.
Dreamthief-born and Night-born are both options. They are created by foul rituals and corrupting another hag's child.
Mute-born are not born from hags, but from mothers who are powerful spellcasters or who suffer from a curse.
No new hexes, but Patron themes are pretty neat. They are like sub-domains, but for Patrons. A specific theme applies to several possible patrons, replaces the spells at a few levels with new ones, and grants a free hex at level 1. However, each comes with a substantial drawback. Very flavorful. Adds some much-needed awesome to patrons.
Archetypes:
Arakineticist (Kineticist) - Those living under a curse long enough may eventually learn to channel that energy. An arakineticist must start with void negative blast, and gets some bestow curse abilities.
Covenbane (Slayer) - Scarred by magic, these slayers get bonuses to bonuses to detecting and tracking hags and arcane spellcasters, eventually to temporarily disrupt a coven's bond.
Hag-haunted (Spiritualist) - Powered by the phantom of a deceased hag, a Hag-haunted spiritualist casts arcane magic and learns to curse her foes.
Hag-riven (Bloodrager) - A hag-riven bloodrager gains claws that improve as she levels, and can expend spells to enhance her claws.
Hagbound (Witch) - A hagbound witch may only ever take levels in witch and cannot be Good. Cursed to become a hag's instrument of evil, she slowly transforms into a hag- gaining claws, and unnatural strength, and a potent ability to curse others at will.
Hexbreaker (Magus) - By spending points from his arcane pool, a Hexbreaker can repel a curse laid on an ally, and eventually reflect them back on their casters.
Malice binder (Investigator) - Instead of alchemy, Malice Binders use an older, cruder form of magic that uses tokens (hair or clothing) of a spellcaster to power a range of effects called fetters. Rub soot on the token to silence the target, or bind the token to a compass to better track them down.
Putrefactor (Witch) - an avatar of entropy, her body is infested with a variety of vermin. The swarm inside her protects her from critical damage and damages those that attack her. She can disgorge her swarm, but it weakens her to do so.
Triadic priest (Cleric) - A triadic priest forms a bond with two allies (and their companions).
Vellemancer (Witch) - A vellemancer can implant her beneficial hexes into a willing creature and can use others' wishes to empower her own magic.
Actually several fit character concepts I have already tried to do with existing material....it will be neat to see how they pan out with material specifically designed for the concept :P
Is the an explanation of how the vellemancer's name fits with her powers? What kind of bond does the Triadic priest form? Is it like a coven? I'm really excited to read the Hag-bound, the hag-huanted, and the Putrefactor.
Winter-born changelings (snow may) are playful and creative and gifted with long memories. They make excellent bards. Those raised directly by their hag mothers, often study witchcraft. They climb and balance on ice with relative ease and when their hag heritage is awakened, they resist the damaging effects of cold.
I want to make a winter-born ice kineticist now...
Is the an explanation of how the vellemancer's name fits with her powers? What kind of bond does the Triadic priest form? Is it like a coven? I'm really excited to read the Hag-bound, the hag-huanted, and the Putrefactor.
Spoiler:
The Vellemancer is very much the Good Witch archetype. She is a guide, empowering and teaching others.
A Triadic priest forms a triadic bond. It is kind of like a coven, but very much its own thing. The priest gets either the Coven witch hex, or Allied Spellcaster teamwork feat. The priest can also share one of her teamwork feats to her allies a number of times per day.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I am curious right now. the street date on the customer service boards is Oct. 25th but it is showing the PDF as being available on the 18th, is this a new thing or just a technical mistake?
Have they started releasing PDF's a week early from now on?