Yes, however you must take witch as your favored class. Mind you, the favored class bonuses, as well as the fact that all of the Pathfinder classes get better the longer you stay in them provides a big incentive not to multiclass. You are not as likely to see one of Taly's two base class + three prestige class builds in Pathfinder. It's hard to believe, but it's true.
Since it's central to the campaign, an overview of the class is in order.
The witch is a full arcane spellcaster. The core chassis is the wizard. Witches have the same BAB, saves, hit die, skill points, and spell progression. Spellcasting is intelligence-based. The class skill list is slightly different, and slightly smaller. I've already mentioned the spell list is different, with fewer spells overall. They have some crossover into druid and cleric territory, along with some unique spells. Witches also have a patron, which grants a total of 9 spells, many of which are not on the base witch spell list. It's not unlike a cleric domain, except that a witch actually knows these spells and prepares them with her regular spell slots. A witch's familiar plays a much bigger role for her, because the familiar is actually where the witch stores all of her spells.
A witch gets the same number of spell slots as the wizard, however. Her smaller spell list just means she potentially has less versatility. However, the witch gets abilities called hexes at regular intervals as she levels - first level and every even level. She'll have eleven of these hexes by level 20, assuming she doesn't take the Extra Hex feat at all. By default, a hex is a standard action, it does not provoke an attack of opportunity, and it's save DC is 10 + half witch level + int bonus. Most are usable at-will, and most are supernatural abilities and therefore are not susceptible to spell resistance.
Now, mull that over in your head a little bit. Standard action, at-will abilities that don't provoke AOOs, aren't blocked by SR, and always have the same save DC as your most powerful spells. These things are pretty damned good, and they more than make up for the smaller spell list compared to wizards.
Hexes come in three tiers: regular hexes, major hexes, and grand hexes. An example of each tier follows (in order).
Fortune: Once per round, the target may reroll any d20 roll and take the better result. The target has to decide to use this before making the first roll. It lasts 1 round to start, gaining an additional round of duration at levels 8 and 16. After Fortune ends, the target can't be the recipient of your Fortune hex again for another 24 hours. They could receive Fortune from another witch, however. You can sling good fortune around on as many different people as you feel like per day.
Retribution: After the target deals melee damage, it gets half that damage bounced back to it. No immunities, resistances, or damage reduction applies. Suck it. You're taking it. Lasts a number of rounds equal to the witch's int bonus. Will save negates. Nothing preventing the witch from putting Retribution back on a target after it wears off.
Natural Disaster: Storm of Vengeance, plus an Earthquake for good measure. Must concentrate while the storm is raging. Only usable once per day.
With that in mind, let's take a look at the hexes Taly posted she was looking at.
Cauldron: Gives her the Brew Potion feat and a +4 bonus on Craft (Alchemy) rolls.
Prehensile Hair: She gets to grow her hair out ten feet (gaining reach) and use it as a 1d3 weapon, an extra appendage, or to grapple. The effective strength is equal to her intelligence score. She can use Prehensile Hair a number of minutes per day equal to her witch level, in one minute increments.
Slumber: Sleep spell, but single target and no HD restriction. 30' range. The target will sleep a number of rounds equal to her witch level. Can only target a particular individual once per day.
So, why does she have those? Well, Taly's terrified of being grappled, and Prehensile Hair is her defense against that. Also, it's kinda cool to have your magic hair doing stuff. Cauldron is stereotypically witchy, and the item creation rules in Pathfinder are less restrictive than D&D. Double double, toil and trouble, baby. Finally, Sleep is a staple of level 1 play. Slumber has the added benefit of growing with her, and being useful later on down the road.
Other hexes that could be taken include Evil Eye, which is a general short-duration debuff that can be slung around with impunity; Ward, which is either a AC buff or a save bonus, that lasts until the target is hit or fails a save; Healing, which lets you throw a free cure spell on everybody once per day; Misfortune, which works like the Fortune hex above, only in reverse.
There is also a hex called Cackle, which can be used to extend the duration of various debuff hexes by one round. Strictly speaking, it's only supposed to extend your personal hexes. I'm going to let you guys extend the hexes of your fellow coven witches. I'm sure that's going to get abusive later on, but that would require several of you to be playing witches, and I'm okay with that.
_________________ Buckle your pants or they might fall down.
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