The mutant hag strives to balance his obsession with witchcraft and alchemy, using the latter to enhance his physical form in battle. As he gains experience he grows bolder in his transformations, making permanent changes to his form that results in a grotesque and fearsome appearance, and granting him a familiar in the form of a tumor-like growth.
Primary Class: Alchemist
Secondary Class: Witch
Hit Dice: d8
Bonus Skills and Ranks: The mutant hag may select three witch skills to add to his class skills in addition to the normal alchemist class skills. The mutant hag gains a number of ranks at each level equal to 4 + Int modifier.
Table: Mutant Hag
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+2||+0||+2||Alchemy, brew potion, cantrips, hex, mutagen, tumor familiar||3||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Discovery, poison use||4||2||—||—||—||—||—|
|4th||+3||+4||+1||+4||Discovery, mutation pool||4||3||1||—||—||—||—|
|6th||+4||+5||+2||+5||Discovery, swift poisoning||5||4||3||—||—||—||—|
|13th||+9/+4||+8||+4||+8||Hex, major hex||5||5||5||4||3||1||—|
|18th||+13/+8/+3||+11||+6||+11||Discovery, instant alchemy||5||5||5||5||5||4||3|
The mutant hag is proficient with all simple weapons. He is also proficient with light armor, but not with shields. A mutant hag can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mutant hag wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass mutant hag still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A mutant hag casts arcane spells which are drawn from both the witch spell list and the alchemist formulae list. Alchemist formulae are cast as if they were a witch spells, as he does not have the ability to create extracts. The mutant hag follows the spell progression shown on Table: Mutant Hag below and otherwise learns, prepares, and cast spells as a witch equal to his mutant hag level.
This is exactly like the alchemist ability of the same name, except that the mutant hag can only create mundane alchemy items, potions and mutagens. He is treated as having the Cauldron hex for creating potions from spells drawn from the witch and alchemist spell lists. He does not gain the ability to create extracts or bombs. This otherwise functions as and replaces alchemy.
At 1st level, a mutant hag gains a tumor familiar as described in the alchemist’s Tumor Familiar discovery (see Ultimate Magic). When the tumor familiar is attached to the mutant hag, the hag may make use of any natural attacks that the familiar has unless attaching to the mutant hag would make that attack impractical. All of the familiar’s attacks are treated as secondary natural attacks with a reach of 5 feet when attached to the mutant hag. This tumor familiar replaces the standard witch’s familiar, and stores spells as if it were a normal witch’s familiar. This ability replaces throw anything.
Starting at 1st level and at every four levels thereafter, a mutant hag may select a hex from the witch’s list of hexes, and counts his mutant hag level as his witch level for any hexes with level-dependent effects. This ability replaces bombs.
Beginning at 4th level, a mutant hag gains a small pool of mutation points, which functions exactly like a summoner’s evolution pool. Points from this pool can be spent on a wide variety of mutations that alter and enhance the mutant hag’s tumor familiar. The number of points in the mutant hag’s pool is equal to 1/2 his mutant hag level + his Intelligence modifier. The mutant hag can spend these points to change the abilities of his tumor familiar. These choices are not set. The mutant hag can change them whenever he gains a level. Mutations function exactly like the eidolon’s evolutions, and may be selected from that list. No mutation that makes the familiar a larger size may be chosen. If the mutant hag chooses Evolved Familiar as one of his feats, evolution points from the feat and this ability stack.
At 12th level, the mutant hag can use his mutation pool to alter and enhance himself, just as he mutates his tumor familiar. This qualifies the mutant hag for the Extra Evolution feat. The mutant hag also gains the ability to create mutagens that give him specific mutations, instead of the normal bonuses to his ability scores. Whenever a mutant hag uses a mutagen that emulates a mutation, he receives a –2 penalty to all three of his mental ability scores (Int, Wis, and Cha) for the duration of its use. A mutagen crafted in this manner can emulate any number of mutations up to a total of 2 mutation points (the mutations emulated are selected at the time of the mutagen’s creation). Only a single “mutation” mutagen may be active at any given time, as normal. If the mutant hag has the Greater Mutagen discovery, he can craft a mutagen that emulates any number of mutations up to a total of 4 mutation points. If he has the Grand Mutagen discovery, he can craft a mutagen that emulates a number of mutations up to a total of 8 mutation points. The mutations emulated by this ability must meet any prerequisites, as stated in the evolution entries of the summoner class. For example, the Constrict “evolution”, which costs two points, may only be emulated by a mutagen if the mutant hag already has the Grab “evolution”), otherwise the mutagen is wasted with no effect. This ability replaces the poison resistance and poison immunity abilities.
At 11th level, a mutant hag gains the alchemist’s persistent mutagen ability.
Beginning at 13th level, whenever a mutant hag could select a hex, he can select a major hex instead.
At 20th level, the mutant hag gains the alchemist’s grand discovery ability. Alternatively, the mutant hag can select a grand hex instead.
The following discoveries complement the Mutant Hag multiclass archetype: Cognatogen**, Feral Mutagen*, Grand Cognatogen**, Grand Mutagen*, Greater Cognatogen**, Greater Mutagen*, Infuse Mutagen*, Mummification**, Parasitic Twin**, Poison Attack‡, Preserve Organs**, Spontaneous Healing**, Tentacle**, Vestigial Arm**, Wings**. (*Advanced Player’s Guide, ‡Pathfinder Community, **Ultimate Magic)
The following hexes complement the Mutant Hag multiclass archetype: Coven*, Disguise*, Feral Speech**, Flight*, Hair Whip‡, Nails**, Prehensile Hair**, Swamp Hag**, Water Lung**. (*Advanced Player’s Guide, ‡Pathfinder Community, **Ultimate Magic)
The following major hexes complement the mutant hag archetype: Hag’s Eye*, Hoarfrost**, Infected Wounds**, Witch’s Brew**. (*Advanced Player’s Guide, **Ultimate Magic)
The following grand discoveries complement the mutant hag archetype: Awaken Intellect*, Poison Touch*, True Mutagen*. (*Advanced Player’s Guide)