Witch
Witch1E | |
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(Class) | |
Races | Any |
Alignment | |
Iconic character | Feiya |
Images of witches | |
Source: Advanced Player's Guide, pg(s). 65–71 |
Witch | |
---|---|
![]() | |
(Class) | |
Races | Any |
Alignment | |
Iconic character | Feiya |
Images of witches | |
Source: Pathfinder Advanced Player's Guide, pg(s). 94–105 |
Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells, but also a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even fearful of what that source might be, or where its true purposes lie.[1]
Regions
The wintry realm of Irrisen has the highest concentration of witches in the Inner Sea region, and it is here where they hold nearly all important stations in government. Outside of Irrisen, most witches live in small communities or on the fringes of society, where they serve as hermits, wise women, and advisors to tribal groups. When they must make their way into larger settlements, most witches prefer to hide their true natures, due to the significant prejudice they evoke in most people; this prejudice is largely based on the activities of evil witches.[2]
References
Paizo published a major work about witches and witchcraft entitled Blood of the Coven.
For additional resources, see the Meta page.
- ↑ Jason Bulmahn. (2010). Advanced Player's Guide, p. 65–71. Paizo Publishing, LLC. ISBN 978-1-60125-246-3
- ↑ James Jacobs et al. (2011). The Inner Sea World Guide, p. 275. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
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