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
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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.
One more question for those who have a copy. Would it be better to describe this as the Changeling race book, or as the Witch character class book? It sounds more like the former than the latter.
One more question for those who have a copy. Would it be better to describe this as the Changeling race book, or as the Witch character class book? It sounds more like the former than the latter.
It is very solidly both.
Changelings get ten subraces, at least three feats, two traits, and special coven rules, and a unique drawback with a d100 table of arcane malignancies.
Witches get expanded patron rules, three archetypes (all of which are good if you use the expanded patron rules for earlier hex access), five curses, and some rituals. For flavor, they also get a section on witch religions.
That sounds like a very doable compromise. I didn't like Beasts, I didn't like Shadows, because so little for so many. But one race and one class...I'd prefer either or, of course, but I think this is a compromise I can live with. Especially since the race and class are so thematically linked that the options are often applicable to the same character.
Art question: Who's the cover artist for this product?
The cover artist's name is Setiawan Lie. He's done other things for Paizo like some of the chapter openers for Horror Adventures, the cover for Seers of the Drowned City, or the one from Starfinder with the goblins in bubble helmeted space suits dismantling the PCs' spacecraft.
Not surprisingly, it's charisma-based. Their first level stuff is weak, but that's because they get the most reliable way to refresh their phrenic pool. You get some at-will change shape abilities (no imitating specific people), and eventually get a small DC boost to curse-related things, immunity to curses, and the ability to apply certain phrenic amplifications to your curses that you wouldn't normally be able to.
Cruel Illusion wrote:
Does the Arakineticist gain Hexes or a new infusion?
Spoiler:
No, and yes. You'll be waiting a long time for the latter, though. It's a substance infusion.
Can we get a bit more information on the Investigator archetype and the kinds of effects the fetters are capable of ?
Personally, I think it is too detailed to include here before the street date. This is one of the longest, most detailed archetypes I can recall. The fetters are VERY specific and detailed. You do need to steal possessions or tokens of their body--like hair--to pull this stuff off (ugh, pun!). Shaken, bonus on Will saves vs. spells and other such abilities, deafen or silence foe, etc are just a few examples.
I have wanted to create a natural attack (claws) Bloodrager with the Fey Bloodline but would've had to go Crossblooded to get the claws...not anymore! The only concern I have about the Hag-Riven archetype (Bloodrager) is giving up DR--I like DR for frontliners. Still, I think this is the archetype I will use for that concept.
Bloodline.....
...hmm....sounds like many of the abilities are intended to be constant, not just while raging (which I'm OK with)....maybe Lissa will see this and chime in on intent (hint...hint...)
Intent was really to make it work similar to other bloodlines in that these things only work while raging; to give you something you can do to affect combat when you can't be adjacent to a foe but didn't overlap with hag-riven issues. It's advantageous when you can't reach a foe in a single move or when you have multiple foes and one of your friends a couple squares away is in trouble and needs an easier target.
I personally like to have options, so things that can soften up a particular foe for everyone is pretty great use of a standard action. Situational but not an uncommon situation. I also didn't want a lot of overlap with the Hag Riven.
The new Witch Archetype is really cool! Being able to eat and throw up your familiar and control swarms is really flavorful, and might be my new "go-to" witch archetype. The ability to have your hexes come out of your swarm instead of you is kinda freaky, especially with the White-Hair hex. Would the spiders suddenly grow hair? I'm sure most GMs will let me flavor it as the spiders whipping out to grapple instead.
The new Witch Archetype is really cool! Being able to eat and throw up your familiar and control swarms is really flavorful, and might be my new "go-to" witch archetype. The ability to have your hexes come out of your swarm instead of you is kinda freaky, especially with the White-Hair hex. Would the spiders suddenly grow hair? I'm sure most GMs will let me flavor it as the spiders whipping out to grapple instead.
I have wanted to create a natural attack (claws) Bloodrager with the Fey Bloodline but would've had to go Crossblooded to get the claws...not anymore! The only concern I have about the Hag-Riven archetype (Bloodrager) is giving up DR--I like DR for frontliners. Still, I think this is the archetype I will use for that concept.
I like DR too but natural armor is nothing to sneeze at and is really great thematically. I wanted something that would be kind of terrifying to come up against on the battlefield and thinking about this hulking scarred woman with giant claws was great. =)
Bloodline.....
...hmm....sounds like many of the abilities are intended to be constant, not just while raging (which I'm OK with)....maybe Lissa will see this and chime in on intent (hint...hint...)
Intent was really to make it work similar to other bloodlines in that these things only work while raging; to give you something you can do to affect combat when you can't be adjacent to a foe but didn't overlap with hag-riven issues. It's advantageous when you can't reach a foe in a single move or when you have multiple foes and one of your friends a couple squares away is in trouble and needs an easier target.
I personally like to have options, so things that can soften up a particular foe for everyone is pretty great use of a standard action. Situational but not an uncommon situation. I also didn't want a lot of overlap with the Hag Riven.
Thanks for the clarification! And it does make sense for it to have a more caster-y feel than some of the other bloodlines.
I have wanted to create a natural attack (claws) Bloodrager with the Fey Bloodline but would've had to go Crossblooded to get the claws...not anymore! The only concern I have about the Hag-Riven archetype (Bloodrager) is giving up DR--I like DR for frontliners. Still, I think this is the archetype I will use for that concept.
I like DR too but natural armor is nothing to sneeze at and is really great thematically. I wanted something that would be kind of terrifying to come up against on the battlefield and thinking about this hulking scarred woman with giant claws was great. =)
No indeed. Especially if you start with natural armor as a Changling in addition to what is given by the archetype...>:)
I have wanted to create a natural attack (claws) Bloodrager with the Fey Bloodline but would've had to go Crossblooded to get the claws...not anymore! The only concern I have about the Hag-Riven archetype (Bloodrager) is giving up DR--I like DR for frontliners. Still, I think this is the archetype I will use for that concept.
I like DR too but natural armor is nothing to sneeze at and is really great thematically. I wanted something that would be kind of terrifying to come up against on the battlefield and thinking about this hulking scarred woman with giant claws was great. =)
No indeed. Especially if you start with natural armor as a Changling in addition to what is given by the archetype...>:)
One potential fly in the ointment....the same alternate racial ability (Hag Magic) that ditched your claws also cost's you the Changelings NA bonus...:(
The new Witch Archetype is really cool! Being able to eat and throw up your familiar and control swarms is really flavorful, and might be my new "go-to" witch archetype. The ability to have your hexes come out of your swarm instead of you is kinda freaky, especially with the White-Hair hex. Would the spiders suddenly grow hair? I'm sure most GMs will let me flavor it as the spiders whipping out to grapple instead.
.....web's maybe ?
By strictest reading, the swarm is composed of rats, centipedes, spiders, frogs and other vermin. I think most people will just flavor it as one type, since no matter the flavor it functions as a spider swarm.
I have some questions:
Are there any options for non human changelings?
Are the new subraces based on the type of hag? Are they similar to tiefling/aasimar subraces?
I have some questions:
Are there any options for non human changelings?
Are the new subraces based on the type of hag? Are they similar to tiefling/aasimar subraces?
I don't know about your first query but for your second from what's all been said in this thread it looks to be this way ^w^
That's cool, I play an elven green hag changeling and I am so curious to see if there are any changes for her!
Shouldn't be anything mechanical for elves. It's the usual situation where different sizes are possible, although I think there was also an allowance for unusual body types, like centaurs.
That's cool, I play an elven green hag changeling and I am so curious to see if there are any changes for her!
Shouldn't be anything mechanical for elves. It's the usual situation where different sizes are possible, although I think there was also an allowance for unusual body types, like centaurs.
That's cool, I play an elven green hag changeling and I am so curious to see if there are any changes for her!
Shouldn't be anything mechanical for elves. It's the usual situation where different sizes are possible, although I think there was also an allowance for unusual body types, like centaurs.
That's cool, I play an elven green hag changeling and I am so curious to see if there are any changes for her!
Shouldn't be anything mechanical for elves. It's the usual situation where different sizes are possible, although I think there was also an allowance for unusual body types, like centaurs.
I was late to the game even hearing about this one. Got it ordered, and the wait is killing me!
I'm very curious about the expanded patron stuff, and the religion of witchcraft. Ever since I read about "The Horned King" in the Wild Hunt entry in B6, I thought he would be a very cool witch patron. Can anyone tell me if there's anything in the book that helps with getting that specific with a witch's patron? The Horned King would probably fall in the fey category.
I was late to the game even hearing about this one. Got it ordered, and the wait is killing me!
I'm very curious about the expanded patron stuff, and the religion of witchcraft. Ever since I read about "The Horned King" in the Wild Hunt entry in B6, I thought he would be a very cool witch patron. Can anyone tell me if there's anything in the book that helps with getting that specific with a witch's patron? The Horned King would probably fall in the fey category.
There is a focused patron option called Fey Gifts that may be of interest. It's geared a little more toward the trickster kind of fey, but I think you could make it work. You'd get a portion of the Horned King's ability to command others at the cost of some luck.
I was late to the game even hearing about this one. Got it ordered, and the wait is killing me!
I'm very curious about the expanded patron stuff, and the religion of witchcraft. Ever since I read about "The Horned King" in the Wild Hunt entry in B6, I thought he would be a very cool witch patron. Can anyone tell me if there's anything in the book that helps with getting that specific with a witch's patron? The Horned King would probably fall in the fey category.
There is a focused patron option called Fey Gifts that may be of interest. It's geared a little more toward the trickster kind of fey, but I think you could make it work. You'd get a portion of the Horned King's ability to command others at the cost of some luck.
Thanks!
Sounds cool. It would probably work well with the Seducer archetype.
Occult Rituals: Five-Generations Curse, Grand Coven, Hag's Eye Brew, Invoke the Nemesis
Psychic Discipline: Hag-Called
Specific Patrons: Celestial Agenda, The Condition of All, Empath, Fey Gifts, Green Whispers, Hag's Calling, Infernal Contract, Touched by the Outer Gods, Shadowbound