For a game I'm running, one of my players asked if she could play the Witch class out of the Pathfinder Advanced Player's Guide. Thinking about it for a bit, I decided that maybe I could convert it into something usable. Here's the result. Whatever feedback you can give me would be excellent!
A witch (or warlock) is an individual who has made a bargain with an otherworldly or extradimensional being to gain power and the ability to use magic. They forge a bond with this being to act as a patron. As a manifestation of this bargain, witchs gain the service of a mystical advisor known as a familiar which serves the witch and reveals knowledge and secrets most mortals are unaware of. A familiar acts as a conduit to magical power granting the witch the ability to cast spells. Witches are often derided by mages as those without the willpower to master real magic. They are also often looked down on or actively persecuted by priests and religious orders for making bargains with beings that are often considered evil or enemies of the faith. Most witches make this bargain out of jealousy of magical practitioners, or because they have a sudden need for such power in order save a loved one or to get simple revenge.
Depending on your campaign, a witch could be
A shrewd bargainer who supplements his skills with magical ability.
A widely scorned practitioner of borrowed or stolen magic.
A trailblazer setting the stage for the worlds awakening to a new source of magic.
A magical bounty hunter whose magical prowess did not come from accepted sources.
Party Role: Wildcard. Your role is determined by the spells and abilities you choose as well as how you use them.
Requirements: Sorcery campaign quality
Favored Attributes: Wisdom, Charisma, Intelligence
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Bluff, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sense Motive
Skill Points: 8 + Int modifier per level
Vitality: 6 + Con modifier per level
Starting Proficiencies: 2
1 Familiar, inspired patron
2 Familiar Knowledge I
3 Circle of Power I
5 Circle of Power II
6 Major Hex
7 Circle of Power III
9 Circle of Power IV, Major Hex
10 Grand Hex
11 Familiar Knowledge II, Circle of Power V
12 Hex, Major Hex
13 Circle of Power VI
14 Familiar Power
15 Circle of Power VII, Major Hex
17 Circle of Power VIII
18 Major Hex
19 Familiar Knowledge III, Circle of Power IX
20 Hex, Grand Hex
Inspired Patron: Choose an additional Discipline of spells that you can cast.
Familiar: At Level 1, you may purchase ranks in the Spellcasting skill, learn spells from any three Disciplines of your choice, and cast Level 0 spells you know. Your familiar acts as a mages pouch. Your familiar appears as an animal or a large insect (your choice of appearance), but is nothing more than an otherworldly construct that cannot be targeted or attacked. Your familiar may communicate with you as if it were speaking to you in your native language, but to any observers, it appears to be communicating in a fashion appropriate to its appearance, and is not understandable.
Familiar Knowledge I: At level 2, choose one skill you know and gain a +3 bonus when making checks with that skill. You also gain a +3 bonus to any Knowledge check you make.
Familiar Knowledge II: At level 11, choose one saving throw type and gain a +2 bonus when making saving throws of that type. Your bonus to Knowledge checks increases to +5.
Familiar Knowledge III: At level 19, your familiar acts as a mages workshop. Your bonus to Knowledge checks increases to +10.
Hex: At Levels 4, 8, 12, 16, and 20, you may choose any Level 0 or 1 spell as a Hex. You may cast that spell with no spell point cost once per scene with a +5 bonus to your Spellcasting check. You may not select the same spell more than once. You can choose not to select a spell and instead you gain 1 additional Spellcating or Crafting feat.
Major Hex: At Levels 6, 9, 12, and 18, you may select any Level 2 or 3 spell to use as a Hex or you may gain 1 additional Chance or Skill feat.
Grand Hex: At Levels 10 and 20, you may select any Level 4 or 5 spell to use as Hex, or you may gain 1 additional Covert or Style feat.
Familiar Power: At level 14 you may cast a number of spells per scene equal to your starting action dice that cost no Spell Points.
BAB - Low
Fort - Low
Ref - Low
Will - High
Defense - Low
Initiative - Mid
Wealth - Mid
Legend - Mid
Thoughts, suggestions, ideas?