The witch can grant herself or one ally bestial eyes with a touch, causing the target to have vertical slit pupils like a cat’s. The target gains low-light vision (or darkvision with a 30-foot range if they already have low-light vision). A catseye hex lasts her witch level in hours. A witch can have only one catseye hex active at a time. If the witch uses this ability again, the previous catseye immediately ends. At 3rd level, this ability grants 60 ft darkvision instead. At 7th level, it grants 120 ft darkvision.
Familiar Growth (Su):
A witch’s familiar gains the ability to take on a much larger size temporarily. As a standard action, the witch’s familiar can take on the form of an appropriate animal companion of the same type for 1 minute per witch level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. While in this form, the familiar functions like the druid animal companion ability except that the witch’s effective druid level is equal to her witch level –3 and the animal companion must take the familiar archetype. Damage is transferred between the companion form and familiar forms, and if the witch or her companion-form familiar fall unconscious, this transformation immediately ends. A witch must be level 4 and have the familiar class ability to take this hex.
Note: Barding for the familiar resizes with the familiar but must be magically enhanced and purchased for the largest size category the familiar can change into. (See pages 80-81 in Ultimate Equipment for pricing and other information.)
Infectious Laughter (Su)
Your cackle hex also causes any hexes which it can extend to become “infectious” for the next round while they are affecting the target. If the foe gains the disabled, dying, or dead conditions while affected by both the infectious cackle and the extendable hexes, another foe adjacent to the defeated foe must make a save against the extendable hexes at the DC – 5. If the new victim fails this save, they are affected by any of your active hexes which the cackle had extended on your last turn. The variables remain the same (for instance, if you had the evil eye hex on a foe and you had reduced their saves and AC, the new victim would “inherit” those penalties). This new victim has the duration of all inherited hexes reduced to 1 round, but their duration can be extended as long as you can continue to cackle.
This hex affects a single adjacent enemy to the defeated target of the hex or hexes, at your choice. If the chosen victim saves against the infectious laughter hex or there are no foes adjacent to the defeated enemy, the hexes dissipate as normal from the fallen target. You can only take this hex if you have the cackle hex.
The witch begins to grow comfortable contorting into unusual positions, and her hands and feet cling and stick to surfaces easily. At 1st level, the witch can Take 10 on Climb checks and gains a +4 racial bonus on Acrobatic checks to keep balance while traversing narrow or treacherous surfaces. At 3rd level, the witch gains a +4 racial bonus on Climb checks. At 5th level, she can spider climb, as per the spell, for 10 minutes per witch level per day. These minutes do not need to be consecutive, but they must be spent in 10-minute increments.
The witch can call on the forces of darkness to expand the depth of shadows in a 20 ft area. This functions as the darkness spell, but she must touch an area of the terrain as part of activating this hex to set the point of the effect, and the areas not already in shadow within this area cannot grow darker than dim lighting. At 8th level, the spell functions as deeper darkness, except the areas not already in shadow cannot grow darker than dim lighting.
Even creatures with darkvision cannot see through the concealment provided by the thicker shadows produced by this hex, and magical light sources only increase the light level in the area if they are of a spell level of at least half the witch’s caster level, but a witch who cast the Catseye hex on someone within her Shadows hex allows them to see in the affected shadows as normal. A witch can have only one shadows hex active at a time. If the witch uses this ability again, the previous shadows hex immediately ends.
Will O’ Wisp (Su):
The witch can summon a ghostly pale glowing sphere of light (which looks like the will-o’-wisp option of the dancing light spell) that floats within 60 ft of her, moving at her command as a swift action. The total duration of this effect is 60 minutes. Which must be spent in 10-minute increments which do not need to be consecutive. The orb sheds dim light in a 5-foot radius, like a candle. Invisible creatures are visible while within the radius of this glow.
At 5th level, a second will-o’-wisp is summoned when the witch uses this hex, and another every 5 levels thereafter. No two will-o’-wisps can be further than 10 feet apart and the distance they can be apart from each other increases by 5 feet every 3 levels there after (8th, 11th, 14th, 17th). The witch can direct all will-o’-wisps created by this hex, simultaneously, as a swift action.
The witch also gains the ability to see some spirits within the radius of the glow. These spirits must have died within a number of hours equal to the witch’s Intelligence modifier. At 5th level, the witch may communicate with these spirits as if she was under the effects of the Speak with Dead spell. These spirits cannot be interacted with in any other way.
The wisps are incorporeal and thus cannot be harmed by normal weapons. They have improved evasion (half damage on a failed Reflex save and no damage on a successful save), use your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the wisps’ AC as if it were the wisps’ Dexterity modifier. Each wisp has 1d4 hit points.
Child of Darkness (Su):
The witch’s ties with the darkness increase. While in the area affected by her Shadows hex, the witch can use the Stealth skill even while being observed, as though she had the Hide in Plain Sight ability. As long as she is within 5 ft of a shadow affected by this hex, the witch can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. The witch must possess the Shadows hex before selecting this hex.
Demon Eye (Su):
The witch’s eyes become indistinguishable from those of a demon. The witch passively gains low-light vision and darkvision 30 ft when she learns this hex, or increases the range of those abilities by 30 ft if she already had them, but her unsettling eyes give her a -2 to Diplomacy skill checks against all non-demon creatures she interacts with.
In addition, the witch can activate her Catseye hex as a standard action on herself or a touched creature, but having Demon Eye changes the effect: the creature affected gains the See in Darkness monster ability and the penalties from Demon Eye instead of the normal Catseye ability. This effect lasts her witch level in minutes (this duration does not need to be consecutive, but it must be spent in 1-minute increments), but only lasts on another creature as long as it remains within 30 ft of her, and Demon eye becomes inactive on the witch for the duration if used on another creature (her eyesight becoming as normal before learning the Demon Eye hex). The witch must possess the Catseye hex before selecting this hex.
Improved Familiar Growth (Su):
The witch’s familiar grows by leaps and bounds, becoming a ferocious combatant. The witch can change her familiar’s form between familiar and companion at-will, with no duration, keeping it in whichever form suits her. This ability functions like the druid animal companion ability except that the witch’s effective druid level is equal to her witch level and the animal companion must take the familiar archetype. You must have the familiar growth hex to take this hex.
bq). An errata to the Improved Infectious Laughter hex (has been bolded within quoted text):
Infectious Laughter, Improved (Su)
When an opponent affected by the infectious laughter hex is affected by the disabled, dying, or dead conditions, two foes of your choice who are adjacent to the victim must save against the DC – 5 or be affected by all hexes able to be extended with the cackle hex cast by you upon the defeated foe. These hexes have their duration reduced to 1 round, but can still be extended with the cackle hex, as normal.
The hexes can alternately jump to a single foe within 10 feet of the defeated foe at your normal hex DC. If the chosen enemy or enemies save or there are no foes within range of the defeated enemy, the hexes dissipate as normal. You can only take this hex if you have the cackle and infectious laughter hexes, and have the Major Hex class feature.
Scrying Cauldron (Su):
You may use any cauldron (magical or non-magical) as a divine focus for the scrying spell. If the cauldron is worth more than 1,000g, it also counts as the focus (normally a silver mirror worth 1,000g). Any connection materials (hair, clothing, picture) must be cast into the cauldron when this hex is cast, and are consumed in the scrying attempt, whether it succeeds or not.
Additionally, you may empty potions of charm monster, charm person, daze, detect thoughts, message, misdirection, nondetection, suggestion, or stabilize into the cauldron to use those effects on the target viewed. Furthermore, you may use your aura of purity, blight, charm, evil eye, fortune, misfortune, peacebond, slumber, tongues, unnerve beasts, ward, and water lung hexes on your target if you so choose, with the usual limitations the hex may possess except for the maximum range, which is instead equal to the range of the scrying spell, using the witch’s level as the caster level of this variable. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. The witch must have the cauldron hex to select this hex.
Should a creature save against any spell or effect cast through the caldron hex that creature may roll a save against the scrying effect.