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<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p>
<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p> |
None
String updated in the repository |
<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p>
<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p> |
None
String updated in the repository |
<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p>
<p>Your patron's mark represents the nature of the spell your patron has placed on you, a choice made when you first become a hexmarked witch that cannot be changed. Your patron's spell is particularly potent against creatures tied to your spellcasting tradition and these creatures might recognize your mark. Creatures can recognize your mark by succeeding at a Recall Knowledge using your witch spellcasting DC as the DC. Creatures that succeed are aware of your spellcasting tradition, have awareness of how your mark will affect them, and may treat you differently depending on how they regard those with your patron's mark.</p>
<p>You gain one of the following benefits:</p> <p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p> <p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p> <p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p> <p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p> <p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p> <p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p> <p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p> |
Things to check
Key
entries.Mark of the Patron.descriptionFlags
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<p>You gain one of the following benefits:</p>
<p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p>
<p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p>
<p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p>
<p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p>
<p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p>
<p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p>
<p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p>
<p>You gain one of the following benefits:</p>
<p><strong>Denizen of the Elements</strong> - Your mark makes you resistant to the elements. Choose two of the following: acid, cold, electricity, fire, poison, or sonic. You gain resistance equal to half your level to the chosen damage types (minimum 1). You gain a +1 status bonus to saves against effects with the damage trait you chose if the creature is tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, the resistance you chose is equal to your level and the status bonus to saves increases to +2.</p>
<p><strong>Emotional Aura</strong> - Your mark cultivates an aura of emotional influence. Creatures within 15 feet of you must attempt a Will save or they take a -1 status penalty to saves against emotion effects on a failure or -2 on a critical failure. If the creature is one tied to your spellcasting tradition, the creature treats its degree of success as one lower. If you are at least a master in your tradition's spellcasting, the range increases to 30 feet and the penalty becomes -2 and -3 respectively. This effect has the aura trait and the DC of your aura is equal to your witch spellcasting DC. Creatures that leave the area of this effect or succeed at their save become temporarily immune to this effect for 1 hour.</p>
<p><strong>Furious Retribution</strong> - Your patron demands blood from those that wish to harm you. You gain a +1 status bonus to attack rolls against creatures that damaged you for 1 round. If the creature that damaged you was tied to your spellcasting tradition, you also gain a status bonus to damage equal to half your level (minimum 1). If you are at least a master in your tradition's spellcasting, the status bonus to attack rolls increases to +2.</p>
<p><strong>Nurtured Mind</strong> - Your mark massages your mind to absorb more knowledge. You gain a +1 status bonus to Will saves and a +2 status bonus to Recall Knowledge about creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, this bonus increases to +2 and +3 respectively.</p>
<p><strong>Sensations of the Other</strong> - You gain the ability to sense things others could not. You gain one of the following: darkvision, scent (imprecise, 30 feet), tremorsense (imprecise, 20 feet), wavesense (imprecise, 30 feet). You gain a +1 status bonus to Perception against creatures tied to your spellcasting tradition. If you are at least a master in your tradition's spellcasting, you gain the following based on your initial selection: greater darkvision, scent (precise, 30 feet), tremorsense (precise, 20 feet), or wavesense (precise, 30 feet) and the status bonus increases to +2.</p>
<p><strong>Shrouded Guard</strong> - Your mark makes you harder to perceive. You gain a +1 status bonus to Stealth and the flat check to target you when @Compendium[pf2e.conditionitems.Hidden]{Hidden} is 13 instead of 11. Creatures tied to your spellcasting tradition take a -1 status penalty to their Perception checks against you. If you are at least a master in your tradition's spellcasting, the status bonus is +2 and the status penalty is -2.</p>
<p><strong>Special</strong> If you are using the Witches+ suggested errata, you may select the Hexmarked Witch Dedication instead of your Basic Lesson and, if you do, this class archetype does not require you to spend your 2nd-level class feat.</p>