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Pathfinder Player Companion: Blood of the Coven (PFRPG)

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Pathfinder Player Companion: Blood of the Coven (PFRPG)

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Are You a Good Witch? Or a Bad Witch?

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

Note: This product is part of the Pathfinder Player Companion Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

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

PZO9485


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Product Discussion (429)
351 to 400 of 429 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

I was hoping for a feat/trait or something that could give a witch a bonus on ritual casting. With the witch's very limited skill points, they could use it. 9th level caster classes tend to not be very good at making ritual skill checks. I know casters get a bonus, but most 6th level casters have them beat with the skills they get.


Hmm, a trait specific to the River Kingdoms? That pleases me.

Do we get any in formation on which lands in Golarion are more likely to have Hags and Changelings? I remember the Book of Bastards having them in Varisia, Andoran, Ustalav, and one or two other places.

Lastly, would someone be so kind as to share some information about the Scapegoat feat?


1 person marked this as a favorite.
Eric Hinkle wrote:

Hmm, a trait specific to the River Kingdoms? That pleases me.

Do we get any in formation on which lands in Golarion are more likely to have Hags and Changelings? I remember the Book of Bastards having them in Varisia, Andoran, Ustalav, and one or two other places.

Lastly, would someone be so kind as to share some information about the Scapegoat feat?

Each of the heritages include areas where they are common.

Spoiler:
Scapegoat give a bonus against curses and once per day you can attempt to absorb a curse from someone. If you succeed, the remaining duration affects you instead.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What is the hexbreaker magus like?


KingOfNinjas wrote:
Eric Hinkle wrote:

Hmm, a trait specific to the River Kingdoms? That pleases me.

Do we get any in formation on which lands in Golarion are more likely to have Hags and Changelings? I remember the Book of Bastards having them in Varisia, Andoran, Ustalav, and one or two other places.

Lastly, would someone be so kind as to share some information about the Scapegoat feat?

Each of the heritages include areas where they are common.

** spoiler omitted **

Thanks. That feat sounds both odd and very original.


StrayChowChow wrote:
Can anyone give a bit more info about the Putrefactor Witch and the Rot patron? :O

Bringing this to the latest page


jedi8187 wrote:
What is the hexbreaker magus like?

I'd be interested in more information on this as well.....

Any takers ?


A brief rundown of archetypes

Spoiler:
Highlights of the Rot patron include warp wood, fungal infestation, and creeping doom.


How does the Witchborn alternate racial trait interact with the new heritages?


Pathfinder Companion, Roleplaying Game Subscriber
Zulkir Jhor wrote:
How does the Witchborn alternate racial trait interact with the new heritages?

I think there are about four it works with.


4 people marked this as a favorite.

I think this is the most excited I have been for a book in 3 years :P


1 person marked this as a favorite.

Certainly the most I've been for a player companion in a while.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I am also psyched for all this witchy goodness.

Dark Archive

Pathfinder Adventure Path Subscriber

Are Companipns being released a bit more early in thd month than before?


I think just this one Decius.

Dark Archive

Pathfinder Adventure Path Subscriber

All the better! >:3


Probably a silly question.....but do the heritage sections include pictures by the same artist who did the images for Blood of angels/fiends ?

Dark Archive

1 person marked this as a favorite.
nighttree wrote:
Probably a silly question.....but do the heritage sections include pictures by the same artist who did the images for Blood of angels/fiends ?

Gosh, I hope so, there was some great art in those books! (And not just the heritage headshots.)


3 people marked this as a favorite.

Is the call of a Changeling's hag mother to her daughter detailed in this manual (aka any possible Will saves to make it stop, ways to resist it, or failing both a way stop it outright)?

Do Changelings with Blood Hag mothers have crimson red hair? Are they born ugly and deformed or seductive and bewitching? What alternate racial traits can they gain?


Anyone?

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Blood-Born changeling are quite adept at social graces. They blend in easily. Their special racial trait makes it difficult to read them with Sense Motive

I think I saw nothing crunch-related about the Call


2 people marked this as a favorite.
Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I don't have the book with me at present, but I recall reading a statement that a changeling can easily ignore the call (it does not control their behavior in any way). I would infer that the hag mother will start sending the call at the appropriate time if she is still alive.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

If the mother is dead, does a changeling never get the Call?


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Unknown.

I didn't see any statement about hags sending the Call to orphaned changelings. Maybe, if the changeling's mother was in a coven, other hags in the coven would send the call in the event of her death?

Dark Archive

1 person marked this as a favorite.
Samy wrote:
If the mother is dead, does a changeling never get the Call?

It does, if the mother is undead... ;-)


Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

I have the book but may have missed this - is there any specific details given about when a changeling manifests as something other than human?

presumably in order to be raised as a human until adulthood this doesn't happen as a child (as I would imagine a child with claws would be a pretty big clue that something is wrong)

for my current game I have decided that sometime in early adulthood a changeling transforms - and that this could be traumatic for them and their sense of who they are and their place in society (i.e. especially to their friends and family) - mechanically I think they should have a slight tweak to their languages to get the language of their childhood community - i.e. their adopted human ethnicity which I think I would do as a house rule for any PC changelings

I've introduced an NPC (though speced as a potential future PC) changeling to my players as having almost literally just transformed - so not entirely aware of who or what she is anymore. If she sticks with the players it will be fun to see what happens when she runs into potentially the coven from whence she comes....


1 person marked this as a favorite.

{downloading now} Woo-hoo!


So does the Patron theme replace your first level hex and give you a downside, or does it give you an additional first level hex and a downside?


Okay, a little confused, cause the hags and occult thing mentions several new spirits and has hag touched implements, but I see none of those things in any detail other than mention. Guys where is that info

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Hagtouched Implements are mentioned on p. 22, the Hag Haunted is on p. 23, and the Malice Binder is on p. 28

Edit: I reread what you wrote. The Hags and the Occult is just (really interesting) flavoring atm.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
The Imperator wrote:
So does the Patron theme replace your first level hex and give you a downside, or does it give you an additional first level hex and a downside?

Your first hex and some patron spells are locked and you get a drawback.


Rysky wrote:
The Imperator wrote:
So does the Patron theme replace your first level hex and give you a downside, or does it give you an additional first level hex and a downside?
Your first hex and some patron spells are locked and you get a drawback.

Huh, not really a fan of strictly worse options for play, and a drawback with no upside is that.


Pathfinder Companion, Roleplaying Game Subscriber
The Imperator wrote:
Rysky wrote:
The Imperator wrote:
So does the Patron theme replace your first level hex and give you a downside, or does it give you an additional first level hex and a downside?
Your first hex and some patron spells are locked and you get a drawback.
Huh, not really a fan of strictly worse options for play, and a drawback with no upside is that.

Misunderstanding, I think. You get a specific bonus hex at first level, in addition to your regular hex, assuming you didn't trade that away.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
The Imperator wrote:
Rysky wrote:
The Imperator wrote:
So does the Patron theme replace your first level hex and give you a downside, or does it give you an additional first level hex and a downside?
Your first hex and some patron spells are locked and you get a drawback.
Huh, not really a fan of strictly worse options for play, and a drawback with no upside is that.

You'd have to go over what all spells you get to see if it's strictly worse or not. And the drawbacks themselves range from something minor to pretty severe.


Is there a way to ask a dev specifically about this, since this is apparently a confusing thing, or do I have to hope one sees my question?


4 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
The Imperator wrote:
Is there a way to ask a dev specifically about this, since this is apparently a confusing thing, or do I have to hope one sees my question?

You DO get a bonus hex, no question. You do not get to freely choose what that bonus hex is; it's tied to the patron theme. You can still take Slumber or Cackle or whatever with your regular hex at first level.

This hex has, in my opinion, two uses. One is the hex itself- generally one of the weaker hexes, although there are exceptions. (Generally, the better the hex, the harsher the drawback.) The other is having a hex at first level if an archetype normally would mean you wouldn't. That lets you take Extra Hex from first level, rather than waiting.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
QuidEst wrote:
The Imperator wrote:
Is there a way to ask a dev specifically about this, since this is apparently a confusing thing, or do I have to hope one sees my question?

You DO get a bonus hex, no question. You do not get to freely choose what that bonus hex is; it's tied to the patron theme. You can still take Slumber or Cackle or whatever with your regular hex at first level.

This hex has, in my opinion, two uses. One is the hex itself- generally one of the weaker hexes, although there are exceptions. (Generally, the better the hex, the harsher the drawback.) The other is having a hex at first level if an archetype normally would mean you wouldn't. That lets you take Extra Hex from first level, rather than waiting.

*rereads the way it is worded*

Quid is correct, sorry about that.


Rysky wrote:

Hagtouched Implements are mentioned on p. 22, the Hag Haunted is on p. 23, and the Malice Binder is on p. 28

Edit: I reread what you wrote. The Hags and the Occult is just (really interesting) flavoring atm.

this makes me a sad panda. I like the occultist and want to see more implement stuff outside the norm. The class is easily quite modular.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

While it doesn’t use a voodoo doll technically the selections of buffs and debuffs the fetters offer are really neat and universally useful.


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
While it doesn’t use a voodoo doll technically the selections of buffs and debuffs the fetters offer are really neat and universally useful.

They're... really not. The best one is probably the +2 to +6 deflection bonus, which also sickens the target it's used on. And actually, on reading it closer, may only be usable on a single wounded creature? Since the attacker is technically the target, and they can only be targeted once every 24 hours.

Most of the debuffs are save or suffer a minor inconvenience for a few rounds. Best one of those is probably Divine Dread, since it actually does something noticeable on a save, but it's still only one round every 24 hours.

Flavorful as heck, sure, but it's asking a lot for a player to get really weak hexes in exchange for their spellcasting, while the Witch is sitting over there with both and better.


Is it the intent that the patron themes are making hexes available to archetypes that do away with hexes entirely, such as the White-Haired Witch or the Havocker? It seems to read that way, based on the fact that you get access to it through the patron class feature, which none of those two archetypes alter..


I mean, there tends to be universal agreement that the archetypes that lose hexes completely tend to give up a lot more than what they receive (a rogue talent at level 10 doesn't quite feel like an even trade), so it's not as if it is deserving of kneejerk "bad ban op bad"-reactions - I'm just curious if this is actually something that's intended, because if so, maybe we'll see a surge in "Gordian Knight" WHW builds?


Pathfinder Companion, Roleplaying Game Subscriber
Pounce wrote:
Is it the intent that the patron themes are making hexes available to archetypes that do away with hexes entirely, such as the White-Haired Witch or the Havocker? It seems to read that way, based on the fact that you get access to it through the patron class feature, which none of those two archetypes alter..

If you've traded the feature away entirely, I definitely recommend checking with your GM.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Alchemaic wrote:
Rysky wrote:
While it doesn’t use a voodoo doll technically the selections of buffs and debuffs the fetters offer are really neat and universally useful.

They're... really not. The best one is probably the +2 to +6 deflection bonus, which also sickens the target it's used on. And actually, on reading it closer, may only be usable on a single wounded creature? Since the attacker is technically the target, and they can only be targeted once every 24 hours.

Most of the debuffs are save or suffer a minor inconvenience for a few rounds. Best one of those is probably Divine Dread, since it actually does something noticeable on a save, but it's still only one round every 24 hours.

Flavorful as heck, sure, but it's asking a lot for a player to get really weak hexes in exchange for their spellcasting, while the Witch is sitting over there with both and better.

I like Hexing Shield, bonuses to Will saves are always nice.

And for the others the deafening/silencing, cosing more movement/avoidance, sickening > staggering are good.

You can also get the tokens from areas the target has been in, with the sickening/stagger all you need is a footprint.

There also not trading out spellcasting, but extracts (and a lot less of those than the Alchemist). You can’t use spell trigger items because of the extract class features I believe.

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