Last Updated: 26th of December, 2023.
The Resentment Witch Prđź§żject
A near comprehensive list of synergising abilities
Against the evil eye by Julien Crochet
I'm currently playing a Resentment witch, so I decided to compile a list of abilities that synergise with it. I decided to expand upon my original post, in both the amount of abilities listed as well as a brief analysis of their merits if I have something to say about it.
Before anything else, I will explain how the ability works in my view, as there are some edge cases that must be addressed, and it will colour what I do and don’t include.
Let’s read the familiar ability itself
“Familiar of Ongoing Misery Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn’t prevent conditions from being removed by other means.”
Emphasis mine. Breaking it down using Player Core, conditions I take to mean the exhaustive list of them given in page 427. Blinded, slow, clumsy, dazzled, confused, etc. This is to say, we can’t just extend any negative effect that happens to last for a round. It must be a condition.
Meanwhile the duration examples given in the ability align with the explanation of durations given in page 426 of Player Core, under Effects (under which conditions happen to be found, too)
“For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. Detrimental effects often last “until the end of the target’s next turn” or “through” a number of their turns (such as “through the target’s next 3 turns”), which means that the effect’s duration decreases at the end of the creature’s turn, rather than the start.
Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met.”
This gives us a good idea of what we can do with this ability. Some questions remain though, so let us explore some of the edge cases that my summary fails to account for.
At the heart of these edge cases is this sentence in Familiar of Ongoing Misery
“This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn’t prevent conditions from being removed by other means.”
What counts as a timed duration? We have unambiguous examples, such as “dazzled for 1 round” or “off-guard until the start of your next turn”, but what about more indirect durations, such as frightened and stunned? Their durations are typically tied to a value that itself may have a duration. Or what about the duration of a condition versus the condition of a spell that imposes the condition? Let us attempt to clear these edge cases one by one.
Sometimes an affliction may impose a condition as part of its stages. For example, Black Smear Poison’s stages are as follows:
“Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison, and enfeebled 2 (1 round)”
Each stage has a duration, which in this case it’s 1 round. Can we extend enfeebled using the poison duration? My understanding is no, because the duration of the poison is not necessarily the duration of the condition, case in point, we could simply succeed on our Fortitude save. The duration of each stage is nothing more than the intervals at which we roll our saves, not the duration of the conditions imposed by the affliction.
I don’t cover afflictions in this document beyond this, but it felt important to address.
The frightened condition is not given a duration in the sense the familiar ability or page 426 speak of. Instead, frightened has a condition value which decreases at the end of each of the creature's turns, and determines the value of the status penalty. Frightened ends when this value reaches zero, which may be delayed by abilities that explicitly do that, at which point it’s ended “by other means”, and it’s thus not extendable by our ability, in my opinion.
If your GM rules otherwise, the list of valid effects increases considerably. I will not list them here, but they’re not hard to find. (Hint: fear trait)
In most cases, I’d rule the same as frightened, as it is removed via a mechanism outside of duration (whenever you regain your actions its value is reduced). There is an exception, however, that being whenever you see "stunned for 1 round", which is categorically different from, say, “stunned 1”. According to the rules, stunned without value means "you lose all your actions for the duration" (Player Core 446). There's only 8 spells that can do this, and most of them do so only on a critical failure, so I think it’s fair enough.
If a spell has a duration entry, can you extend a timed condition given by a spell beyond the duration of the spell itself? This one is tricky, for example let’s take the 1st rank spell Befuddle.
The conditions themselves don’t have a given duration, but the spell does: 1 round. Are we allowed to extend this? My gut feeling is yes, but it feels more indirect than the results outright stating “clumsy and stupefied 1 for 1 round”.
For the purposes of this document, I will assume that conditions with durations given entirely by the duration of the spell only, such as Befuddle, are extendable.
These are edge cases for a reason. Ask your GM for their ruling! |
The List
Everything listed here has at least one result that inflicts a condition, the duration of which is listed in terms of rounds or turns, such as “blinded for N rounds” or “off-guard until [...] turn”, or is otherwise clearly stated to have a timed duration that’s less than a minute. We can extend conditions that last a minute or longer, but not only would including those make the list unreasonably long, it’s also unlikely to come to pass in most combat scenarios
I will try to cover as much ground as humanly possible, starting with spells, all the way down to niche archetypes I found. This is NOT a ranking of how good abilities are, although I will add my own commentary if something is particularly good or bad. This is a resource for players playing a Witch of The Resentment, as well as their teammates who are looking for ways to synergise.
I recommend you make liberal use of the sidebar to move around, as well as Ctrl+F to look for specific conditions you’re looking to shop for.
Each spell has its traditions listed, but I have coloured occult spells to highlight them further for witches of The Resentment, who would be the most interested in this guide.
Don’t ignore non-occult spells though! Whether accessed by your teammates, or via your own archetypes, spellhearts or feats such as Adapted Cantrip and Adaptive Adept, it’s good to keep all options in mind, maybe suggest them to your teammates, especially prepared casters who don’t have to commit to catering to your selfish, witchy needs.
If you’re using PFS rules, Mosquito witches get Familiar of Ongoing Misery too (hint: Ctrl+F “primal”)
REMINDER: Familiar of Ongoing Misery only extends conditions, not any other effects of the spell. If you use this with Synesthesia, you can extend its clumsy 3 but not any of its other non-condition debuffs. Witch safely. |
Chill Touch / Void Warp (arcane, divine, occult): Enfeebled 1 until the start of your next turn on a critically failed Fortitude save against a living creature. If you can use the pre-remaster version and are fighting undead, Chill Touch will inflict off-guard for 1 round on just a failure, and fleeing for 1 round on a critical failure, which if extended immediately after, will take that undead out of the fight for a long time.
Disrupt Undead / Vitality Lash (divine, primal): Enfeebled 1 for 1 round on a critically failed Fortitude save. It won’t come up often, but this is a good spell to have anyway if undead are in your campaign.
Spout (arcane, primal): Off-guard until the end of your next turn on a critically failed Reflex save. It won’t come up often but this is a decent damaging cantrip anyway, so why not?
Timber (arcane, primal): Dazzled until the end of its next turn on a critically failed Reflex save. A 15-ft line makes this a hard sell for backline casters, but if there’s a gish in your party that can use this every so often, it might come up.
Torturous TraumaUÂ (arcane, divine): Fatigued until the start of your next turn on a critically failed Fortitude save. One of the few non-attack, widely applicable, good damaging cantrips for divine casters.
Befuddle (arcane): Clumsy and stupefied for 1 round on any Will saving throw result but a critical success. This is an amazing option for clumsy alone, but stupefied will disrupt casters and make further Will-based debuffs easier to land. If there’s an arcane caster in the party, this is a great recommendation.
Briny Bolt (arcane, primal): Blinded for 1 round on a successful attack roll. The enemy can choose to end this condition with an Interact action, but our meddling will make it a non-choice for them, unless they wish to remain blind forever, robbing them of a precious action and possibly triggering reactions.
Color Spray / Dizzying Colors (arcane, occult): A will save for Dazzled 1 for 1 round on a success, blinded for 1 round on failure and stunned for 1 round on a critical failure. We’re talking stunned without a number value, so no actions at all and no way for them to get them back. Keep in mind this is incapacitation, but still, with great effects on almost every result, in all likelihood this will be a spell slot well spent.
Dehydrate (arcane, primal): Enfeebled 1 / 2 until the end of its next turn on a failed / critically failed Fortitude save. This is not on their initial Basic Fortitude save, but on the one they attempt at the end of each of their turns. Especially effective against water or plant creatures, but a good spell nonetheless.
Déjà Vu (arcane, occult): They become stupefied 1 until the end of their current turn. This is very narrow and can only be taken advantage of if you Ready a hex with an appropriate trigger. I’m mentioning it for the sake of completion, but this is not a great way to take advantage of your ability.
Enfeeble (arcane, divine, occult): Enfeebled 1 until the start of your next turn on a successful Fortitude save. A convenient option for yourself as you learn this spell automatically, but good to keep in mind for any teammates.
Fear (arcane, divine, occult, primal): Frightened’s tick-down duration is not affected by Familiar of Ongoing Misery in my opinion, however, “fleeing for 1 round” on a critical failure sure is. Extend that fleeing condition immediately after an enemy critically fails and take them out of the fight.
Florishing Flora (arcane, primal): Flowers and fruits cause dazzled and clumsy 1 for 2 rounds, respectively on a critically failed Reflex save. An unlikely result, but good to keep in mind.
Gritty WheezeUÂ (arcane, primal): Dazzled for 1 round on a failed Fortitude save. Water and plant creatures treat their saves as one degree worse.
Horizon Thunder Sphere (arcane, primal): Dazzled for 1 round on a critically succesful spell attack. A good and unique damaging spell. Its dazzled effect is nice when it happens, but I wouldn’t go out of my way to fish for it.
InkshotRÂ (occult, primal): Dazzled for 1 round on a successful spell attack. The damage is not great, but dazzled is a useful condition to extend, although not hard to come by.
Overselling FlourishU (arcane, occult): Dazzled until the start of your next turn on a successful Will save, add off-guard to that on a failure. With a duration like that and it being a reaction, it follows that this is only good if anyone but you uses it. A good option for other arcane or occult casters in the party.
Schadenfreude (arcane, divine, occult): Stupefied 1 or 2 for 1 round on a failed or critically failed Will save, respectively. It’s a reaction, but the effect lasts for a round, so you’ll always have a chance to extend it.
Shockwave (arcane, primal): Off-guard until the start of its next turn on a successful Reflex save. Unless they critically succeed, they’re either prone, which is always great, or off-guard for the foreseeable future. Not bad at all.
Signal Skyrocket (arcane, occult, primal): Dazzled or blinded for 1 round on a failed or critically failed Reflex save, on a 30 ft. burst. This is great! But there’s a catch: it can only be shot upward and its effects only happen if it detonates on a space smaller than the 30 ft. burst. In other words, this is extremely unreliable and likely to cause friendly fire. Unless you need a magical flare, skip it.
Sleep (arcane, occult): Heightened to 4th rank, creatures fall unconscious for 1 round on a failed Will save. Now we’re talking! It is incapacitation, and at this level we already have the more reliable Slow, but this targets Will saves and is an area of effect (a small one, but an area nonetheless). Definitely worth considering.
Thunderstrike (arcane, primal): Clumsy 1 for 1 round if the target is wearing metal armor and takes damage from the spell (basic Reflex save). Depending on the campaign, this could happen very often or not at all. Regardless, it’s a good damaging spell with a stellar range, so your arcane or primal casters might find themselves using it anyway.
Ash Cloud (arcane, primal): Dazzled or blinded for 1 round on a failed or critically failed Fortitude save over a pretty good area, there’s a good chance you’ll be able to extend a good condition on someone.
Charitable Urge (arcane, divine, occult): On a failed Will save, the target can choose to either give up their item or become stunned for 1 round. If they ever make the mistake of choosing the latter, you can keep them stunned indefinitely.
Deafness (arcane, divine, occult, primal): Deafened for 1 round on a successful Fortitude save. Pretty good way to disrupt communications or ruin a casters day, although for the latter purpose I might recommend Stupefy instead, coming up later in this list.
Entangling Flora (arcane, primal): A creature is immobilised on a critically failed Reflex save. This is a 20 ft burst, so there’s a non trivial chance this happens. However, the effect can be removed via Escape, and there’s a good chance they were going to spend their action doing that anyway. This spell is good without your help, this is for sure.
Fear the SunUÂ (arcane, divine, occult, primal): Dazzled for 1 round on a successful Fortitude save. There are better ways to do this at this rank. Its only unique feature is being able to give someone light blindness on a critical failure, which could then stack with Radiant Field, a later entry at this rank. Does that sound like a whole lot of work? It is! Try Revealing Light instead.
Feast of Ashes (arcane, occult, primal): Fatigued for 1 round on a successful Fortitude save. A reliable way to inflict a nasty debuff. Especially useful against mindless enemies, which is noteworthy for occult casters especially.
Ignite Fireworks (arcane, primal): Dazzled for 1 round on a successful Reflex save, make that 3 on a failure. Damage is low but versatile and dazzled is a good condition to spread around, and maintain it on the toughest looking enemy.
Inner Radiance Torrent (divine, occult): Blinded for 1 round on a critically failed Reflex save. Versatile range and good damage that gets absurdly better with heightening because of its unusually good scaling. If your GM hasn’t errata’d this, then get it and blast away, or do so even if they have, as the spell is still quite good. Extend blinded if you get the chance! We’ll get a more reliable way to do that soon enough though.
Sound Burst / Noise Blast (arcaneremaster only, divine, occult): Deafened for 1 round on a failed Fortitude save. Damage is low but sonic is not resisted often. See Deafness for the merits of… deafened.
Radiant FieldU (arcane, divine, occult, primal): Blinded for 1 round on a failed Fortitude save against creatures with light blindness. In other words, should they fail (at the start of their turn) you get to extend their usual light blindness. Extremely narrow use case, but if you have access to this maybe it’s for a reason.
Revealing Light (arcane, divine, occult, primal): Dazzled for 2 rounds on a successful Reflex save. This is a great spell to have, especially as a scroll since when you need it, you really need it. The 2 round duration of dazzled on a success means that you can get away with waiting for a round before extending it, should you not have the actions to do so immediately, which is great versatility.
Touch of Idiocy / Stupefy (arcane, occult): Let us disregard the ugly, pre-remaster side of this package and instead focus on Stupefy. Stupefied 1 until the start of your next turn on a successful Will save with a range of 30 ft. If Befuddle is not available to you—which is likely if you’re the witch reading this—then this will be your way of ruining an enemy caster’s day, making their spells weaker and harder to use, as well as weakening its Will save. The remastered version of this spell is better in every way, so if you’re forced to pick Touch of Idiocy instead for some reason, skip it.
Web (arcane, primal): Immobilised until the start of its next turn on a critically failed Reflex save. See Entangling Flora.
This is an important rank, where showstoppers like Slow and even Blindness are found. As such, competition is tight, but remember both of those spells are Fortitude saves and single target, so it’s worth knowing your other options too.
Blindness (arcane, divine, occult, primal): Blinded until its next turn begins on a successful Fortitude save. This is incapacitation but the fact that you can blind the target on a success makes it worth it, as the defensive boost to your party by way of a DC 11 flat check cannot be understated, not to mention the automatic off-guard. If your enemy relies on vision, this is an excellent way to ruin their day.
Crisis of Faith (divine): If the target is a divine caster, then it will be stupefied 1 for 1 round on a failed Will save. If stupefied is what you’re after, there are more reliable and cheaper ways to do this. However, this spell deals acceptable damage on top of that and can potentially shut down a divine caster. If you know you’re against one of those, your cleric might do well to consider preparing this.
Cup of Dust (arcane, occult, primal): Fatigued for 1 round on a successful Fortitude save. There are cheaper ways to do this if fatigued is what you’re after, but the curse itself is pretty cruel if it lands. Speaking of curses, get ready for more of them this rank.
Curse of Lost Time (arcane, occult, primal): A living creature becomes clumsy 1 and enfeebled 1 for 1 round on a successful Fortitude save. Pretty good way of crippling someone’s offense while improving your own a bit, as its attacks become weaker and its AC and Reflex go down.
Day’s Weight (arcane, occult, primal): A living creature becomes fatigued and enfeebled 1 for 1 round on a successful Fortitude save. Weaken a bruiser’s offense while debuffing its defenses overall.
Distracting Chatter (arcane, occult): Off-guard for 1 to 3 rounds on a successful or failed Will save. The spell has a whole bunch of other effects, but off-guard is the only condition in there, so that’s the only thing we have control over.
Envenom Companion (primal): If the buffed companion hits, it can inflict clumsy 1 for 1 round on a failed Fortitude save. The poison damage is not bad at all, and extending clumsy will only make the target easier to hit! Definitely worth suggesting to a druid with a companion.
Firework Blast (arcane): A basic reflex save for low fire damage over a good area with massive range. Creatures in the area then make a Fortitude save, which will make them blinded and deafened for 1 round if they fail it. Considering your familiar needs to be close by, the 500 ft. range for the wizard won’t do you much good, but the effect is still really good if it lands, as seen in Blindness above.
Infectious EnnuiRÂ (divine, occult): Slowed 1 until the end of its next turn on a successful Will save. A much less widely available alternative to Slow, which is the star of this whole show. If you have access, being able to target Will saves for slowed is a nice boon, although beware that on a failure or critical fail it needs to be sustained.
Mad Monkeys (primal): If you choose Raucous Din mischief, then the creature will be deafened for 1 round on a failed Fortitude save. Despite the funny mental image, we have much cheaper ways to achieve this.
Magical FettersU (arcane, occult): Clumsy 1 for 1 round on a successful Reflex save. This is an incapacitation spell, so unless you’re after the speed penalties specifically, perhaps try Curse of Lost Time or Day’s Weight.
Paralyze (arcane, occult): Paralyzed for 1 round on a failed Will save. This is an incapacitation effect, but our familiar ability virtually turns this into a save or die. It may not be worth it at rank 3, but once it’s heightened to rank 7 and it can multi-target, definitely consider it.
Percussive ImpactUÂ (arcane, divine, occult): Deafened for 1 round on a critically successful spell attack. We have cheaper ways to accomplish this, but splash damage can be handy against swarms.
Slow (arcane, occult, primal): Slowed 1 for 1 round on a successful Fortitude save. This is an incredibly reliable way to deal with the toughest enemy in the room, shutting them down on every result but a critical success. Even if they try to go after your familiar themselves, you’re wasting an even bigger percentage of their total actions because of slowed: this is a win-win situation! This spell signifies a dramatic spike in effectiveness for any caster who gets it, and this is only exharcerbated by our familiar ability. Once we can heighten it to rank 6 we can even deal with crowds, the one weakness of this spell.
SparkleskinU (arcane, divine, occult): Dazzled for 1 or 3 rounds on a failed or critically failed Fortitude save, every time your sparkly target takes damage. Not a bad thing to give your frontliner, but the fact that we can extend effects ourselves quite easily means the appeal of this spell—repeatable dazzled conditions—is less important to us.
A quick intermission…As we head into higher rank spells, it’s good to keep in mind that in this document we’re only looking at spells for the extendable, timed conditions they impose. From this point on we’re likely to see a lots of repeats, and conditions themselves become mere footnotes in the power budget of each spell (with some exceptions). Keep this in mind as we move forward: few spells at high ranks have conditions as their main draw. In other words, we find ourselves at a local maximum in terms of the effectiveness of our familiar ability. It’s a really high maximum! Just don’t expect any dramatic improvements from extending conditions alone (Synesthesia notwithstanding) |
Anathemic Reprisal (divine): Stupefied for 1 round on a failed Will save. This is a reaction, and I’m sure there’s a deity out there that can make the trigger reliable. Not something I’d go out of my way to recommend a teammate gets, but worth knowing.
Aromatic LureR (arcane, occult): Stupefied 1, 2 or 4 on a successful, failed or critically failed Will save, respectively. You can waste an enemy’s turn with this and keep them stupefied, pretty good. Keep the incapacitation trait in mind, though.
Bestial Curse (arcane, occult, primal): Clumsy 1 on a successful Fortitude save. If it fails its save, the curse itself imposes a DC 5 flat check on any manipulate action, making this a great way to shut down a caster, especially if you can stack stupefied, deafened or even grabbed on top.
Bursting BloomUÂ (occult, primal): Encumbered for 4 rounds on a failed Fortitude save. Definitely an unusual condition, but 4 rounds will most likely be more than enough.
Chroma Leach (occult): Enfeebled 2 for 1 round on a successful Fortitude save. Against a melee bruiser, this amounts to de-leveling their offense, which is great.
Chromatic Armor (arcane, occult): Dazzled 1 until the end of its next turn on a failed Will save whenever an adjacent creature attacks the target. Not a great spell by itself and dazzled is not hard to come by.
Chromatic Ray (arcane, occult): If heightened to rank 8, the target is dazzled until the end of your next turn on a successful attack roll, blinded on a critical hit. This is one out of eight random effects, so don’t count on it.
Cinder Swarm (arcane, primal): The fireflies effect causes dazzled or blinded for 1 round if they succeed or fail a Fortitude save. The aura follows the target and can potentially inflict this condition on multiple enemies, on top of some decent damage.
Entangle FateRÂ (arcane, occult): Target 2 to 4 creatures, making them off-guard until the start of their next turn on a successful Will save. On a failure, that becomes 3 rounds and we add stupefied 1 if another creature failed its save, and add enfeebled and clumsy to the list on a critical failure. On the one hand, a critical failure is enticing, but the 3 round duration should be enough most of the time.
Internal InsurrectionRÂ (divine, occult): Clumsy 1 for 1 round on a successful Fortitude save. Its actual effect is a disease that probably takes too long to get going.
Ocular Overload (arcane, occult, primal): A contingency spell that grants you a reaction that’s very likely to be triggered. When it happens, the creature becomes dazzled or blinded for 1 round if it succeeds or fails its Fortitude save. Contingency means you have to weigh this against other contingencies, like Mind of Menace, but this is a fine combo, especially once you have 4th rank slots to spare.
Painful Vibrations (divine, occult): deafened for 1 round on a failed Fortitude save. You’re actually here for the sonic damage, but if you can proc deafened, why not?
Phantasmal ProtagonistR (divine, occult): In villain form, the target is off-guard for 1 round on a failure or slowed 1 on a critical failure. You can try this each time you Sustain the spell as long as there’s an adjacent target. If your party can prevent or punish an enemy’s movement, then this can be good.
Radiant FieldU (divine, primal): Dazzled for 1 round on a failed Reflex save. You can counteract darkness with it, and would deal holy spirit damage if converted to remaster. Unless you’re dealing with darkness specifically, divine casters might prefer Divine Wrath instead.
Spiritual Anamnesis (divine, occult): Slowed 1 for 1 round on a successful Will save. Especially effective against extraplanar creatures who have lived multiple lives, and accessible by divine casters.
Tomorrow’s DawnR (occult, primal): Sickened 1 until the end of its next turn on a successful Will save, and slowed 1 too if they fail. Don’t get too excited, as the valid targets are something I assume is a spoiler for the Season of Ghosts Adventure Path, where this spell is from. Don’t look it up if you care!
Tortoise and the Hare (occult, primal): Slowed 1 for 1 or 3 rounds on a successful or failed Fortitude save, respectively. This will also quicken yourself or an ally for a round, although sadly you can’t extend that too. You don’t need me to tell you how good slowed is.
Vampiric Maiden (arcane, divine, occult): Immobilised for 1 round on a failure or critical failure, but it can be ended by Interacting or Escaping, respectively. At the very least you can force them to spend the action to get rid of it, which is appreciated.
Vision of BeautyR (arcane, occult): Stupefied 1 or 2 for 1 round on any result but a critically successful Will save. Technically you can extend its fascination later on too, which would be nice if fascination did anything at all. Anyway, like Aromatic Lure, this is a nice way to move a melee enemy away, wasting their actions and possibly triggering reactions if they can’t help it.
Cloak of Colors (arcane, occult): You cloak a target, probably an ally, and when they’re hit with a melee attack the attacker becomes blinded or stunned for 1 round if it fails or critically fails a Will save. As you might expect, this is an incapacitation effect, but adjacent creatures are dazzled without a save and this save will be triggered multiple times. It’s not impossible to land, but perhaps too many hoops to jump for what could be a heightened Blindness spell instead.
Control Water (arcane, primal): What’s a list without an entry by technicality? Against water creatures, this will have the effects of Slow, which is the premier spell on this list. This is not an endorsement.
Flames of Ego (arcane, occult, primal): Speaking of technicalities, this makes a creature fascinated with itself for 1 round on a successful Will save. There are some other effects but we can only extend the fascination, which would be nice if it did anything.
Forceful Hand (arcane, occult): When heightened to rank 7, then you can use Grasp to grapple an enemy and extend it, the same way you would if your party member were to grapple. If the enemy has failed to Escape on their turn, then extend this and save yourself the actions to try to maintain the grapple. At rank 9 you can employ the same strategy, but skip the roll to grab.
Freezing Rain (arcane, primal): Slowed 1 or 2 for 1 round on a failed or critically failed Reflex save respectively over a generous 20-ft burst. Slowed targeting Reflex save? This is quite unique, and sustainable by whoever cast it, thus giving you more chances of getting the result we want.
Invoke Spirits (arcane, divine, occult): Fleeing for 1 round on a critically failed Will save. If any critter happens to critically fail, you can take it out of the fight for a good while. Don’t count on it.
Pressure Zone (arcane, primal): Deafened and clumsy 1 until the end of their turns on a successful Fortitude save over a generous 20-ft burst. If the creature really cares for some reason, it can try to get rid of Deafened with an Interact action to try another save. Nothing about getting rid of clumsy though!
Synaptic Pulse (occult): Stunned for 1 round on a critically failed Will save. This is an incapacitation effect, so absolutely don’t count on this result. If it happens, the target is virtually dead.
Synesthesia (occult): Clumsy 3 for 1 round on a successful Will save. This is another showstopper along with Slow. Obviously you can’t extend its other effects, but clumsy 3 against an enemy will make your martials crit machines!
Transmute Rock and Mud (arcane, primal): Mud to rock will make creatures grabbed or restrained for 1 round or until they Escape if they fail or critically fail their Reflex save. Your ability can at least force them to Escape if they want to get rid of it, taking time out of the equation.
Wall of Flesh (divine, occult, primal): If you choose Arms, then whoever ends their turn within 5 ft. of the wall becomes grabbed or restrained for 1 round if they fail or critically fail their Reflex save. Same as above.
Crushing Despair / Wave of Despair (arcane, occult): A 30 ft cone, creatures make a Will save which, if they succeed at most, then they must try another save at the start of their turn: if they fail that save, then they’re slowed for that turn. What does this mean for us? The only way for us to capitalise on it with our ability is by having someone else cast this, then us readying a hex or somehow using a reaction hex during the slowed creature’s turn, which we would need to predict would fail its save, and only then we could extend their slowed for another turn. Does that sound really stupid? Good, it is! However, this spell is still pretty good, it’s just that we can’t really capitalise on it in the way we’re interested in.
Blanket of Stars (occult, primal): Dazzled until the end of its next turn on a failed Will save, add confusion on a critical fail. This isn’t the main purpose of this spell, but the synergy is always welcomed.
Heinous FutureUÂ (divine, occult): Slowed 1 and stupefied 1 on a sucessful Will save. Casters hate it!
Lignify (arcane, primal): Slowed 1 for 1 round on a successful Fortitude save. This is basically the wood version of Petrify. You’re not casting this for slowed alone necessarily, but it’s a powerful consolation prize.
Necrotize (arcane, divine, primal): On a successful Fortitude save, the target becomes clumsy 1 if you get joints or enfeebled 1 if you get muscles, both until the end of your next turn. Decent damage, but I’m not a fan of random debuffs.
Feeblemind / Never Mind (arcane, occult): Stupefied 2 for 1 round on a successful Will save. An incapacitation effect that will destroy an enemy spellcaster, but keep incapacitation in mind. If stupefied is what you’re after, try Befuddle instead if you can.
Flesh to Stone / Petrify (arcane, primal): See Lignify.
Rose’s Thorns (primal): Immobilised for 1 round or until it escapes if it critically fails its Reflex save. A merely incidental side-effect that we may capitalise on slightly.
Tangling Creepers (arcane, primal): A creature is immobilised for 1 round or until it Escapes on a successful spell attack roll. As usual, we make this a non-choice for the enemy.
Cosmic Form (divine, primal): Stupefied 2 or dazzled for 1 round on a critical hit with moon and sun forms, respectively. If your buddy takes this form and gets lucky, then capitalise on it!
Pollen Pods (arcane, primal): Dazzled for 1 round on any result of their Fortitude save but a critical success. The damage is pretty good and the duration means it can be set up way beforehand. Dazzled is simply a footnote.
Prismatic Armor (arcane, occult): See chromatic armor, but we may blind someone for 1 round on a critically failed Will save. The resistances are varied, but low for this rank of spell and relying on adjacency seems unreliable at this high of a level.
Tempest of Shades (arcane, divine, occult): When it departs, if any enemy critically fails its Will save, then it’s fleeing for 1 round or until it’s no longer frightened, whichever comes first. Make that 2 rounds with your familiar, but probably don’t bother following it around after.
Arctic Rift (arcane, primal): Slowed 1 until the start of your next turn on a failed Fortitude save. Weirdly enough, failure is likely better than critical failure in this case, since the latter allows the target to Escape, ending slowed. Nice area and cold damage!
Burning Blossoms (arcane, primal): Fascinated with the tree until the end of its next turn on a failed Will save. Some interesting stuff happens when creatures are fascinated with the tree, but since the casting of our hex will likely be considered a hostile action anyway, ending the fascination, we don’t need to bother. Even if it isn’t, fascinated is too fickle to even bother extending.
Falling Sky (arcane, occult): Stunned for 1 round on a critically failed Fortitude save. This is an incapacitation effect, so don’t count on any enemy worth extending this on to become stunned in the first place.
Hypnopompic TerrorsR (occult): Paralyzed for 1 or 2 rounds if it fails or critically fails its Will save. Incapacitation, but paralyzed even on a failed save and being able to target up to 10 creatures makes this a vastly more likely result. Paralyze heightened to rank 7 can do this too, but this deals damage and and frightens foes as well, so it’s a nice trade-off.
Power Word Stun (arcane): If the target is 14th level or lower, you can keep them stunned. An already good spell elevated to a death sentence. You’ll need to have archetype’d into an arcane caster pretty damn hard, or be friends with one. But hey, I hear Free Archetype is popular with the kids.
Prismatic Wall (arcane, occult): Dazzled or blinded for 1 round on a success or failure on a Will save. This is a footnote among the many, many other effects of this spell, but good to keep in mind.
Rainbow Fumarole (arcane, primal): One of these random effects causes Paralyzed for 1 round on a failed Reflex save. If that wasn’t enough put you off, it’s also incapacitation. Hard to recommend.
Scintillating Pattern (arcane, occult): Confused or stunned for 1d4 rounds on a failure or critically failed Will save. Incapacitation, but a huge area! Its 20-ft burst actually affects a 40-ft burst. If you’re careful with friendly fire, this can be really good and you may keep an enemy confused even if you get a bad d4 roll.
Spiritual Epidemic (divine, occult): Enfeebled 2 and stupefied 2 for 1 round on a successful Will save. Sound pretty good? Well, the catch is that you expose you and your teammates to the same conditions should your target be targeted by further divine or occult spells. Epidemic, get it? I don’t condone this kind of self sabotage, but if you’re fighting a whole party of occult and divine casters, then maybe?
Summon Archmage (arcane): When it departs, enemies within 100 ft. become stupefied 2 for 1 round on a failed Will save. Its Arrival ability can extend beneficial effects if your wizard friend feels like being your narrative foil. As an example, perhaps have them cast this after you’ve used Tortoise and the Hare and extend that fickle quickened condition?
Uncontrollable Dance (arcane, occult): Unfortunately, you can’t extend the fun part of this spell, but at least you can get that off-guard to stick around. Great spell, as usual the condition is a mere footnote in comparison to the rest of its effects.
Divinity LeechR (arcane, occult): If the target fails its initial Will save, then whenever they cast a divine spell they get to roll another save which inflicts stunned for 1 round on a critically failed Will save. On the bright side, it’s not incapacitation, but this is yet another case of an Adventure Path spell that I’m sure makes sense in context, but it’s so overly specific that I can’t really recommend it.
Nature’s Enmity (primal): Off-guard for 1 round on any outcome of their Reflex save other than a critical success. This is just a tiny portion of what the spell does, but even as a whole it’s not terribly impressive.
Weird / Phantasmagoria (arcane, occult): Confused until the start of your next turn on a failed Will save. You can target any number of creatures within 120 ft. with solid mental damage too. I fancy your chances of getting at least one enemy confused.
Prismatic Sphere (arcane, occult): See Prismatic Wall. Solid spell to trap an enemy with.
Summon Ancient FleshforgedR (arcane, occult): Bone Breaker can cause enfeebled 2 for 1 round on a successful Fortitude save when it Arrives. Meanwhile, The Thousand can cause fleeing for 1 round on a critically failed Will save upon Arrival. There’s a million effects we’re leaving out of this, just check out the spell.
Unfathomable Song (occult): One of confused, stupefied 4, blinded for 1 round as long as a target fails a Will save and you roll more than a 1 on a d4, or add stunned to that list and take the randomness out of it if the target critically fails instead. You can target up to 5 creatures and Sustain it later on. This is an incapacitation effect, which makes critical failure—and thus stunned—shockingly unlikely. There is synergy in this spell, but I can’t truly recommend it.
Hope your friend is a druid! Is what I would say, but everything here is achievable through more efficient means. Let your rank 10s be epic on their own! Your familiar ability has no business here. But for the sake of completion, here it goes. If you’re a Mosquito witch under PFS rules, you’re in luck, too.
Nature Incarnate (primal): If you incarnate Green Man, then you can keep enemies within the caster’s aura clumsy 1 or 2 depending on their Fortitude save. If you’re extending other conditions, might as well.
Summon Kaiju (primal): Upon arrival, if a creature within one of the lines fails a Reflex save, then it’s slowed 1 for 1 round. If a significant target becomes slowed because of this, then might as well extend it.
Most of these are uncommon by virtue of being focus spells, so I won’t bother labelling them as much. I will still label rare spells though. Any Hex spells will be highlighted.
Dancing Lights (legacy psychic amp): If you’re using pre-errata Tangible Dream psychic, then amped Dancing Lights can make targets dazzled until the start of your next turn.
Dazzling Flash (domain spell): Dazzled or blinded for 1 round on a sucessful or failed Fortitude save, respectively.
Moonbeam (domain spell): Dazzled for 1 round on a successful spell attack.
Splash of Art (domain spell): Dazzled, Enfeebled 1 or Clumsy 1 for 1 round on a failed Will save. The values of clumsy and enfeebled become 2 on a critical failure.
Spray of Stars        (cursebound spell): Dazzled for 1 or 3 rounds on a successful or failed Reflex save.
Tempest Surge (order spell): Clumsy 2 for 1 round on a failed Reflex save.
Temporal Distortion (cursebound spell): Clumsy 1, enfeebled 1 or stupefied 1, decided with a d4, for 4 rounds on a failed Will save, changing the condition values to 3 and a duration of 2 rounds on a critical failure.
Touch of Obedience (domain spell): Stupefied 1 until the end of your current turn or your next turn on a successful or failed Will save, respectively. Difficult to capitalise on a success unless the witch is casting this somehow or uses a hex as a reaction.
Unraveling Blast (bloodline spell): Off-guard until the start of its turn on a failed or critically failed Will save.
Waking Nightmare (domain spell): Not incapacitation, fleeing for 1 round on a failed Will save! But only if the target is unconscious when you cast the spell… got you excited for a moment there, didn’t I?
Zenith Star (domain spell): Dazzled or blinded for 1 round on a successful, failed or critically failed Fortitude save.
Blinding Beauty (bloodsline spell): Dazzled or blinded until the start of its next turn on a successful or failed Will save, respectively, over a 30-ft cone. This is an incapacitation effect.
Heart’s Desire (bloodsline spell): Stupefied 2 for 1 round on a successful Will save.
Horrific Visage (bloodline spell): When heightened to rank 5, fleeing for 1 round on a critically failed Will save.
Steal Shadow (bloodline spell): Enfeebled 1 for 1 round on a successful Fortitude save.
Roar of the Wyrm (domain spell): Fleeing for 1 round on a critically failed Will save.
Consuming Darkness (bloodline spell): Immobilised for 1 round or until it Escapes on a critically failed Reflex save
Glacial HeartRÂ (hex spell): Slowed 1 for 1 round on a successful Fortitude save.
Wronged Monk’s Wrath (ki spell): Deafened for 1 round
You’re Mine (bloodline spell): Controlled for 1 round on a critically failed Will save. Once it’s heightened to rank 7, you only need a failure. From what I’ve found so far, this is completely unique!
Manifold Lives (cursebound spell): Stupefied 2 for 1 round on a successful Will save. You may be able to extend the “slowed 1 for that turn” with some manoeuvering.
Shadow’s Web (ki spell): Enfeebled 1 or 2 for 1 round on a successful or failed Fortitude save. On a critical failure, you can extend immobilised, too.
Impalling Briars (order spell): Immobolised for 1 round on a critically failed Reflex save.
Storm Lord (order spell):Â Deafened for 1 round on a failed Reflex save against the bolt of lightning.
Song of the Fallen (composition spells): Slowed 1 for 1 round on a successful Will save against undead.Â
Whether your party is playing some of these classes or you want to archetype into them, we’ll go over what each class has to offer to synergise with our familiar ability. I will list spellcasters for the sake of completion, but keep in mind that Spells is where you should be looking. Furthermore, I don’t list feats that grant you a focus spell that synergises: for that, see Focus Spells.
Each class is divided into “Class Chassis” where we look at class features and subclasses, and “Class Feats” where we look at… whatever. Let’s go.
Alchemist has great synergy with The Resentment thanks to their versatile access to alchemical items that impose timed conditions: Ghost Charge, Bottled Lightning, Bioluminescence Bomb, Blindpepper Bomb, and many others. Don’t let the lack of class feat support distract you from them.
Debilitating Bomb (Feat 6): Your choice of dazzled, deafened or off-guard until the start of your next turn on a failed Fortitude save after getting hit by the bomb. As bombs themselves can cause similarly timed conditions, this can lead to some nasty stacking of them.
Astonishing Explosion: It technically qualifies, but I’m not going to humour this.
Even more than from its class feats, the Barbarian’s potential to effectively grapple will be a very useful source of conditions to capitalise on. A barbarian looking to make the most out of a Resentment witch’s ability should look into the Wrestler archetype.
Come and Get Me (Feat 10): Off-guard to you until the end of your next turn. The rewards seem too minimal for the sacrifice that comes with this in my opinion, but maybe if you’re already off-guard it’s worth it? Either way, extendable it is and so it is listed.
Overpowering Charge (Feat 10): Off-guard until the end of your next turn after successfully using Barreling Charge. I consider Barreling Charge itself pretty good under the right circumstances, like dungeon crawling with narrow hallways (or being a giant instinct barbarian, which relatively speaking, makes any hallway narrow).
Resounding Blow (Feat 10): Deafened until the start of your next turn on a successful melee Strike.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Chaotic SpellUÂ (Feat 8): Off-guard until the end of your next turn or deafened for 2 rounds, as long as they are damaged by the spell shaped by this spellshape. These are, of course, 2 out of 6 random effects.
The Redeemer cause and The Resentment patron were made for each other. Glimpse of Redemption will cause the enemy to become enfeebled 2 until the end of its next turn without a save, or choose to deal no damage instead.
Weight of Guilt (Feat 1): Add stupefied 2 as an option to the already excellent Glimpse of Redemption reaction. Yes, please!
Holy LightU (Feat 10): Dazzled for 1 round if they fail a Will save. “They” in this instance refers to evil creatures, which isn’t a mechanical term anymore, but I suppose it’s easy to enough to substitute it for unholy. Either way, this isn’t great even with its enormous area.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Turn Undead / Panic the Dead (Feat 2): When using Heal, fleeing for 1 round on a critically failed Fortitude save against lower level undead.
Holy LightUÂ (Feat 10): See Champion.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Eerie ProclamationUÂ (Feat 10): Clumsy 2, enfeebled 2, stupefied 2 or dazzled for 2 rounds on a failed Will save. This effect has the linguistic trait, and its effect is decided randomly with a d4. At least all of them are valuable!
Pesh SkinU (Feat 12): Stupefied 1 or 2 until the ends of its next turn on a failed or critically failed Fortitude save. You need to be polymorphed into a plant and uh… I don’t know, I’m sure you can figure it out.
Brawling, spear and sword critical specialization effects have timed slowed 1, clumsy 1 and off-guard, respectively. Perhaps consider one of these weapon groups for mastery.
Snagging Strike (Feat 1): Off-guard until the start of your next turn or until it’s not within reach of your hand on a successful Strike. They either stay off-guard or are forced to get out of that reach.
Aggressive Block (Feat 2): Off-guard until the start of your next turn upon successfully Shield Blocking an opponent adjacent to you.
Combat Grab (Feat 2): Grabbed until the end of your next turn or it Escapes, whichever comes first, after successfully Striking. Be mindful of the press trait, but the fighter using this will likely land this often enough to make it worth it.
Disorienting Opening (Feat 8): Off-guard until the start of your next turn when hit by Reactive Strike (the artist formerly known as Attack of Opportunity). Be mindful of initiative order.
Debilitating Shot (Feat 10): Slowed 1 until the end of its next turn on a successful ranged Strike. This is amazing! Time your turn orders correctly and get to slowin’Â
Overpowering Charge (Feat 10): See Barbarian.
Way of the Pistolero’s greater deed can cause fleeing for 1 round on a critical success.
Called Shot (Feat 10): Enfeebled 2 or Stupefied 2 until the end of your next turn, depending on whether you chose Arms or Head. How does a called shot to the head only leave you stupefied? Shut up, ur stuped.
🦗Nothing here🦗
Deep Freeze (Feat 12): Slowed 1 for 1 round on a critically failed Reflex save. If unstable, this can be a huge 60-ft cone, which makes this result more likely.
Surprisingly, I found nothing here. Impulses have plenty to choose from though!
Shard Strike (Feat 1, Earth): Clumsy 1 until the start of your next turn on a critically failed Reflex Save, if you pick spines.
Calcifying Sands (Feat 4, Earth): Slowed 1 or petrified until the end of its next turn on a failed or critically failed Fortitude save respetively. The incapacitation trait makes petrified unlikely, but this is a reaction with a very easy trigger, so keep an eye out and be mindful of initiative order.
Winter Sleet (Feat 4, Water): Slowed 1 until the end of its next turn if you critically succeed a water impulse attack or if it critically fails a saving throw against one, as long as it happens within your kinetic aura. As if this impulse wasn’t broken enough, we can make it worse! What joy.
Sand Snatcher (Feat 6, Earth): It can grapple, and so you can extend the grabbed condition. It seems unclear what would happen if the impulse isn’t sustained after you extend this grab, but at the very least you can save your kineticist the roll. Of course, the creature can still try to Escape normally.
Tree of Duality (Feat 6, Air, Wood): Dazzled until the start of its next turn with no save if they leave the area. Extremely nice and something we can capitalise on.
Solar Detonation (Feat 8, Fire): Dazzled or blinded until the start of your next turn on a successful or failed Reflex save. This is incapacitation, but the damage is high especially against undead and especiallier if you have fire’s junction.
Storm Spiral (Feat 8, Air): Deafened until the end of its next turn. A mere footnote in this impulse, but what are we if not completionists here?
Glacial Prison (Feat 12, Water): Slowed 1 until the end of its next turn on a successful Fortitude save (or on a critical failure too, after they free themselves from the ice). This is an incapacitation effect, but we can get a lot of mileage out of a success.
Wiles on the Wind (Feat 12, Air): On a failed Will save the creature is… fascinated until the end of its next turn. Speaking of next!
Witchwood Seed (Feat 12, Wood): Clumsy 2 and immobilised until the end of its next turn on a failed Fortitude save. Clumsy and immobilised is a nasty combination if this is a creature that relies on finesse and acrobatics to Escape, which makes your extending meddling even better.
Turn the Wheel of Seasons (Feat 18, Wood): When Summer starts, dazzled or blinded for 1 round on a successful or failed Reflex save, respectively. Next round, in Autumn, slowed 1 until the start of your next turn on a failed Fortitude save. Very thematic impulse, but its effectiveness relies heavily on the length of the combat.
Usurp the Lunar Reins (Feat 18, Water): Slow can make creatures slowed 1 until the end of your next turn on a failed Fortitude save. The actual wording of the duration is a bit tricky, so check with your GM.
Nothing from the martial side, but see Spells for a lot more options.
Dazzling Block (Feat 10): Dazzled or blinded for 1 round on a successful or failed Fortitude save over a 15-ft cone when you use Shield Block while in Arcadne Cascade. Remarkably, this is not incapacitation!
Nothing from what I can tell. See Focus Spells for an option or two.
Sleeper Hold (Feat 10): Clumsy 1 until the end of its next turn on a successful grapple, instead of its usual effects. This is an incapacitation effect and clumsy is the consolation prize. Let’s make the most out of it.
Vitality-Manipulating Stance (Feat 20): Enfeebled 2 for 1 round on a successful Fortitude save against Stunning Fist, instead of its usual effects.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Chaotic SpellUÂ (Feat 8): See Bard.
Portentous Spell (Feat 16): Fascinated with you until the start of your next turn if you hit them with, or they fail their saving throw against a spell of yours. This doesn’t amount to much in the middle of combat.
Unless you count extending your own stupefied after you Unleash Psyche, there’s nothing. See Spells and Focus Spells for synergy outside of class feats.
Eerie ProclamationUÂ (Feat 10): See Druid.
Distracting Shot (Feat 12): Off-guard until the start of your next turn if you critically hit or hit twice against your hunted prey.
Greater Distracting Shot (Feat 16): See Distracting Shot, but greater.
Debilitating Strike will make an enemy enfeebled 1 until the end of your next turn, and Critical Debilitations can expand upon this. Later on, at 19th level, Master Strike inflicts enfeebled 2 on a successful Fortitude save, and paralyzed for 4 rounds on a failure or critical failure.
The Mastermind racket can apply a timed conditional off-guard that can be extended, and Scoundrel gets an improved Feint, which can be extended in the same way (Resentment witch actually makes this benefit a little superfluous sometimes, but oh well)
Unbalancing Blow (Feat 2): Off-guard against your attacks until the end of your next turn when the enemy is critically hit by your Strike.
Devrin’s Dazzling DiversionU (Feat 4): Dazzled until the end of your turn on a successful Feint, or until the start of your next turn on a critical success. Unless you (as in the witch) are the one using this, or you Ready or time a reaction hex correctly, then only the critical success is of concern to us. A creature can remove this dazzled condition with an Interact action too.
Head Stomp (Feat 4): Off-guard to all attacks until the end of your next turn on a successful unarmed melee attack against a prone creature. Pretty easy to achieve, I would think.
Twin Distraction (Feat 4): Stupefied 1 until the end of your next turn on a failed Will save, after both Twin Feint strikes hit.
Critical Debilitations (Feat 12): Rogue’s regular Debilitating Strikes can already apply enfeebled 1 until the end of your next turn by itself. This feat allows you to instead try slowed 1, slowed 2 or paralyzed on a successful, failed or critically failed Fortitude save, respectively. This is an incapacitation effect, but slowed 1 is good enough!
Instant Opening (Feat 14): No save off-guard against your attacks until the end of your next turn. Flip em the bird or tell a yo’ momma joke and they’re done for.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Chaotic SpellUÂ (Feat 8): See Bard.
Scintillating Spell (Feat 16): Dazzled or blinded for 1 round on a failed or critically failed Reflex save caused by the spell you spellshaped.
Fencer and Gymnast’s Feint and Grapple, respectively can have their effects extended. The Fencer’s exemplary finish can cause a timed off-guard that can be extended, too.
Unbalancing Finisher (Feat 2): Off-guard until the end of your next turn on a successful Strike.
Devrin’s Dazzling DiversionU (Feat 4): See Rogue.
Targeting Finisher (Feat 10): See Gunslinger’s Called Shot, but this is melee.
Bell’s initiate benefit’s timed stupefied, clumsy or enfeebled conditions can be extended. Furthermore, its Adept Benefit becomes a little less valuable, which viewed from a glass half-full perspective, means you’re free to pursue a different Adept benefit first.
Wand’s electricity damage from its Adept Benefit imposes a timed off-guard we may extend.
Weapon implement gets critical specialization at the same time as the fighter. You may consider a spear or sword as your implement, as they impose timed conditions (clumsy and off-guard).
Divine Disharmony (Feat 1): The creature is off-guard against your attacks until the end of your current turn on a successful Deception or Intimidation check against Will DC, or until the end of your next turn on a critical success. This is a conditional off-guard, but there is no reason it can’t be extended.
Nothing from what I’ve noticed. See Spells and Focus Spells.
Chaotic SpellUÂ (Feat 8): See Bard.
Nothing from what I’ve noticed. See Spells.
Chaotic SpellUÂ (Feat 8): See Bard.
Disorienting Venom (Feat 9): Off-guard for 1 round on a failed Fortitude save.
Arcane Slam (Feat 9): Dazzled 1 for 1 round on a critically successful Athletics check against Fortitude DC.
Catfolk Dance (Feat 1): Off-guard until the start of your next turn on a critically successful Acrobatics against Reflex DC. Sadly, you can’t extend the -2 penalty to saves, as it is not a condition.
Spiteful Rake (Feat 13): Dazzled or blinded for 1 round (or until restored to maximum hit points) on a hit or critically hit claw Strike, respectively.
Tomb-Watcher’s Glare (Feat 5): Enfeebled 1 for 1 round when you critically hit an undead, or it fails its saving throw against one of your abilities.
Radiant Burst (Feat 13): Dazzled or blinded for 1 round on a successful or failed Fortitude save. On a critical fail, blinded lasts for 4 rounds and dazzled for 10 minutes.
Venom Spit (Feat 5): Dazzled until the start of your next turn on a critical hit with your venomous spit, but only if you’re a hooded nagaji.
Breath of Calamity (Feat 17): Blinded or deafened for 1 round on a critically failed save against the Chain Lightning spell granted to you by the feat. Way to bury the lede, huh?
Perfume Cloud (Feat 9): Dazzled or blinded for 1 round on any result but a critically successful Fortitude save over a 10-ft emanation.
Grim Insight (Feat 1): If you critically succeed a save against a fear effect, the source is off-guard until the end of your next turn.
Razzle Dazzle (Feat 1): If you dazzle or blind a target, which is likely if you’re taking stuff from this document, then you can extend them by 1 round with this. This is cumulative with Familiar of Ongoing Misery, and could give you more freedom on your next round.
Freeze It! (Feat 9): Clumsy 1 or 2 on a successful or critically successful Athletics check against a Fortitude DC.
Cleansing Light (Feat 17): Dazzled until the end of your next turn against all enemies within 20 ft. without a save.
Snare Genius (Feat 5): Off-guard until the end of its next turn when the creature critically fails and takes damage from a Snare you Crafted and deployed.
Spore Cloud (Feat 9): See Ghoran’s Perfume Cloud above. It’s identical.
Histrionic Injury (Feat 5): Stupefied 1 or 2 for 1 round on a failed or critically failed Will save, triggered by a creature damaging you with a melee Strike. I think we can manage that.
Cornered Fury (Feat 5): Off-guard to you for 1 round against an enemy who has critically hit and damaged you. Pretty unique!
Warp Likeness (Feat 5): Clumsy 1 until the end of your next turn on a successful or failed Fortitude save. Your last action has to have been a hit with a melee Strike.
Catchy Tune (Feat 5): Off-guard for 1 round on a critically successful Performance check against the Will DC of all enemies within 30 ft.
Reflective Defense (Feat 1): Dazzled until the end of your next turn on a failed Reflex save. The duration and its easy trigger make this convenient to extend.
Idol Threat (Feat 13): Off-guard for 1 round on a successful Demoralize (in addition to stupefied 1 for a minute). The catch is that you must be holding something precious or sacred to the creature.
Final Form (Feat 17): Every creature within 10 ft becomes deafened and dazzled for 1 round. Among a bunch of other stuff.
Sudden Mindfulness (Feat 1): If you succeed against a fascination or dazzling effect, bump that into a critical success and make the source of it off-guard until the end of your next turn, giving you ample opportunity to extend it.
Alluring Performance (Feat 9): Dazzled for 1 round with a Performance check against Will DC on any result but a critical failure.
Rarity is marked on a feat basis rather than an archetype basis. For multiclass archetypes, see Class Feats.
Mastermind’s Eye (Feat 6): Off-guard against your attacks until the start of your next turn if you successfully Recall Knowledge about it.
Trampling Charge (Feat 10): Off-guard until the end of your next turn on a critically failed Reflex save.
Mesmerizing GazeU (Feat 6): Fascinated until the end of your next turn. I struggle to think of instances where the hex required to extend this condition wouldn’t break fascination, but here we are.
Grudging ComplimentUÂ (Skill Feat 7): Off-guard for 1 round against your own attacks on a successful Diplomacy check against its Will DC. Off-guard in general on a critical success.
Acknowledge FanUÂ (Feat 12): Paralyzed until the end of your next turn on a critically failed Will save. Do you hate this? So do I.
Imbue Mindlessness (Feat 12): Stupefied 1 for 1 round on a failed Will save against a non-mindless undead, which replaces the usual effects of the Harm spell.Â
Reverberating Spell (Feat 10): Deafened for 1 round on any creature who failed their save against the spellshaped spell.
Firework Technician DedicationUÂ (Feat 2):Â Flower display can dazzle for 1 round on a failed Fortitude save.
Goblin Jubilee Display (Feat 10): Dazzled and Deafened until the end of its next turn on a failed Fortitude save over a 20-ft burst.
Geomancer DedicationUÂ (Feat 2): Forest will cause clumsy 1 for 1 round on a failed Reflex save against enemies either adjacent to you, in the area of the spell or targeted by it.
Shifting Terrain (Feat 14): Clumsy 1 or 2 for 1 round on any result but a critically successful Reflex save. This affects every creature within your area of difficult terrain from Rough Terrain Stance.
Breath of Hungry Death (Feat 16): Paralyzed for 1 round on a critically failed Reflex save over a 30-ft cone. This has the incapacitation trait.
Flashing Shield (Feat 8): Off-guard for 1 round if you successfully Shield Block against an undead adjacent to you.
Hand of the Lich (Feat 14): When you critically hit a creature with your fist Strike, it becomes slowed 1 until the end of your next turn on a failed Fortitude save.
Staggering Blow (Feat 10): Slowed 1 until the end of its next turn if the companion’s Strike hits and deals damage.
Trampling Charge (Feat 12): See Cavalier.
Black Powder Flash (Feat 10): Dazzled or blinded for 1 round on a successful or failed Fortitude save against an adjacent creature.
Greater Despair (Feat 12): Paralyzed for 1 round on a critically failed Will save against your Mummy’s Despair. This is an incapacitation effect.
Starlight Armor (Feat 14): Dazzled until the end of its next turn on a failed Will save whenever an adjacent creature attacks you.
Dazzling Bullet (Fear 6): If your Strike deals damage and you succeed on a Performance check against the Will DC of the target, then it becomes dazzled for 1 round. It’s a bullet that dazzles!
Hot Foot (Feat 8): Off-guard until the start of its next turn on a critically successful attack roll against Reflex DC.
Shining Arms (Feat 4): Dazzled for 1 round with no save. Simply dismiss your Light spell as a reaction. Very action efficient!
Summon Ensemble (Feat 4): Off-guard for 1 round on a failed Will save upon sustaining the spell. The target is then immune but that’s all we need.
Levering StrikeUÂ (Feat 8): Off-guard until the start of your next turn on any result of the Strike but a critical failure.
Upset Balance (Feat 6): Clumsy 1 or 2 until the end of its next turn on a successful or critically succesful Athletics check against its Reflex DC.
Forceful Shot (Feat 14): Off-guard for 1 round if you fail the Strike. This has the press trait.
Slayer’s Presence (Feat 10): Fleeing for 1 round on a critically successful Frighten Undead against an undead of lower level than yours.
Call Worm Spirit (Feat 10): I have no idea what this archetype is about, but with this you can make someone in a 10-ft burst immobilised for 1 round if they fail their Reflex save.
Submission Hold (Feat 8): Enfeebled 1 or 2 until the end of its next turn on a successful Grapple against a creature already grabbed or restrained.
Spinebreaker (Feat 10): Clumsy 1 or 2 until the end of its next turn on a successful or critically successful Athletics check to grapple an already grabbed or restrained creature.
Grapple imposes the grabbed condition with a duration ("Your target is grabbed until the end of your next turn unless you move or your target Escapes."). This means you can extend your teammates' grapples and save them the action they need to sustain it (and the roll). Make sure to play smart with initiative and extend a grapple after an enemy has failed to Escape! If you have an Athletics specialist, this should be your bread and butter.
Feint imposes a conditional off-guard condition, which is off-guard nevertheless, so that's something you can extend as well. Not as exciting, but I’m sure your rogue will be thankful.
Evangelize (Master, Feat 7): Stupefied 1 or 2 for 1 round on a successful or critically successful Diplomacy check against Will DC. Keep the linguistic trait in mind.
Skeptic’s DefenseU (Master, Feat 7): If you successfully counteract the effect from an intelligent creature that understands you, it becomes stupefied for 1 round. Stupefied doesn’t specify a value, but it’s safe to assume it’s 1.
Terrified RetreatU (Master, Feat 7): When you critically succeed on your Demoralize, the target is fleeing for 1 round. Extend this, and they’re out of the fight for a good 4 rounds in all likelihood.
Scare to Death (Legendary, Feat 15): On a critical successful Intimidation against Will DC, you either kill the target or it’s fleeing for 1 round. I already explained the merits of the latter, but keep incapacitation in mind.
Disturbing Knowledge (Master, Feat 7): On a critically succesful Occultism check against Will DC, the target is confused for 1 round. You can target multiple enemies when you become Legendary.
Fascinating Performance (Trained, Feat 1): Fascinated for 1 round on a successful Performance check against Will DC. Technically extendable, but fascination is likely to end the moment we hex.
I can’t possibly cover all items, even after they’ve been filtered. Feel free to look through them yourself! I will highlight some that I’m aware of and add more as they catch my eye and get the chance.
text:("blinded" OR "clumsy" OR "concealed" OR "confused" OR "controlled" OR "dazzled" OR "deafened" OR "doomed" OR "drained" OR "encumbered" OR "enfeebled" OR "fascinated" OR "fatigued" OR "flat-footed" OR "fleeing" OR "immobilized" OR "off-guard" OR "paralyzed" OR "petrified" OR "restrained" OR "grabbed" OR "sickened" OR "slowed" OR "stunned" OR "stupefied" OR "unconscious") AND text:("until the start of your next turn" OR "until the end of your next turn" OR "until the start of its next turn" OR "until the end of its next turn" OR "for 1 round" OR "for 2 rounds" OR "for 3 rounds")
Building & play considerations
I’m not going to show any specific builds, but here are some things to keep in mind when you build and play your Resentment Witch, from what I’ve been able to gather.
Your familiar will play an active role in combat, far more than what you might be used to. This is true for all witches, but The Resentment more than any other familiar, except maybe The Inscribed, makes itself a target by extending crippling conditions on your enemies, in a non-subtle way. Because of this, making your familiar more resilient and inconvenient to target is key.
If we put these two together, it means we can use Patron's Puppet to command our familiar to get within range to successfully extend a condition, or we can extend a condition and have our familiar move away to safety. This not only increases our versatility in general, but it enhances our familiar offensively (by moving within range to extend a condition) and defensively (by moving our familiar away after extending a condition), all with our usual three actions left to do as we please.
Archetypes are a big deal to us, whether it is through our class feats or the free archetype variant, there are some standout choices to consider:
As a more general piece of advice, remember that you’re a spellcaster first and foremost. Familiar of Ongoing Misery is great, but sometimes a condition isn’t what you need in combat. You have the entire occult list to select from when learning spells, so make use of it.
Alright, that’s the end. Thanks for reading.