Stargazer Witch


Rules Questions


I'm a little unclear as to how Stargazer works, and it seems too good to be true. Nevertheless, I'd like some confirmation:

1. Does Stargazer stack with Witch levels for the purposes of granting new hexes, or is it just the two at 1st and 9th?

2. Does Stargazer grant the normal 2 spells/level that a Witch would get? I'm aware Wizards don't, but does that apply to Witches?

3. Would a Stargazer/Witch still get patron spells at the same levels?

4. Finally, given the answers to previous questions, would Stargazer be a wise choice? What would I lose?

Dark Archive

1.No
2.No
3.Nope
4.Oh god no.İt is a good one for one level dip.What would you lose?

1 normal hex.
Grand hex
Patron spell
Tons of money for learning new spells.
FCB unless you have something that grants for two classes.


I'd like to point out that Witches don't need money for new spells, they just need other Witches.

Dark Archive

Finding other witches can be a problem.Ones you found can be evil and may choose to kill you aswell.

For patron spells i might change my answer.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known.

Text never mentions witch levels.You may be getting those spells based on your character level.


Seems a little sketchy to me. By that logic, hexes would advance as well: "At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level." Since Stargazer doesn't specifically call out patron spells, I'm doubtful that they get included, but hopeful. Look at other similar things, like bloodline spells. General consensus there is that they don't advance in other classes.


from the APG FAQ

APG FAQ wrote:

If I take levels in a prestige class that advances my spellcasting, do I continue to gain bonus spells from my patron as I gain levels?

No. That is a class feature of the witch class, and the standard “+1 level of spellcasting” prestige class ability only advances spells known, spells per day, effective spellcaster level. (You retain the patron spells from your familiar based on your actual witch level, of course.)

for the rest of your questions, I agree that the answer is no for 1 and 2.

the abilities are based on gaining levels in witch and so unless the prestige class calls out that you get them you don't.

if you think you'll get good mileage out of the abilities you get from stargazer then it's a fine choice, but you're giving up your progression as a witch in every way except those outlined by stargazer.

It's the same problem rogues run into when they swap to a prestige class.


First, if you're somehow interested in efficiency, under no circumstances multiclass into Stargazer before 11th level. 10th level grants the first Major Hex (Ice Tomb, when in doubt), and unlocks Split Hex. Also, some Grand Hexes are crazy awesome, so I would advice against it if your campaign reaches very high levels.

It's unclear whether you can select a major hex for the Stargazer hexes at Witch 10/ Stargazer 1, but you don't really need multiple major hexes, anyway (also, Heaven’s Leap from the Shaman spirit is pretty nice). Also, how much losing your Patron actually hurts depends very much on the Patron - you can porbably life without Mass Cat's Grace and Eethereal Jaunt from Agility, for instance.

Stargazer is a pretty nice dip if you trade out your Familiar*. The gain for keeping in class isn't that big for a Witch, though (unlike Cleric) - the Domain stuff is awesome for classes without Overland Flight, but that's not you. The Oracle stuff is useless for you as well (as it only comes online/useful at 17th level), and few Sidereal Arcanae are really good.

*) I have a Scarred Witch Doctor/Stargazer planned who bases the Hex Scars she carves in her flesh on constellations. Shame the Stars patron sucks balls, but Night Sky Hex is perfect!


I'll probably just stick straight Witch, then
Those Grand Hexes are just too good to give up.


Few games reach 18th level, so ask your GM what he has planned, but if it does... yeah, Grand hexes are too good.
My favourite is Forced Reincarnation, as even conservative reading (i.e. ignoring the normal one hour it takes for the new body to form) has it end any ongoing magical effects, and remove any equipment the target is wearing. It's not mind-affecting (and might remove racial immunities), and it isn't even a death effect (otherwise, the reincarnation part couldn't work as per the spell description).
It's also one of the biggest "screw you"s for dragons, ever.

Alternatively, Curse of Nonviolence allows you to boast "I permanently ended the Terrasque threat with a single standard action", which I think is pretty cool.

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