Grassy planes, Forests, and Jungles so long as there are pumpkins nearby are a Pumpkin Witches dominion.
Stitched Flesh: Gain Fortification 15%. This can be taken multiple times and each time it's effects stack.
Corpse Party: You are treated as an undead for the purposes of positive and negative energy healing you or harming you. If you are already undead this causes positive energy to heal you again like a living creature.
Fire Bolt (Sp): As a standard action, you can cause a burst of flame to erupt from your hands and strike your foe. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two witch levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Animate Jack O' Lantern (Su): A number of times per day equal to 3+Intelligence modifier, As a standard action, you can transform a pumpkin into a Jack O' Lantern that attacks your foes. This works as a small animated object construct. It has the brittle flaw and the bite attack along with burn. This lasts for 1 round per level. At 10th level using this animates 1 Jack-O'-Lantern per 4 witch levels you possess. http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-small/animated-jack-o--lantern.
Scarecrow Crafter (Su): A Swamp witch is treated as having all of the prerequisite feats for crafting Scarecrows. The other requirements must be met as per normal.
Summon Jack O' Lantern (Sp): A Pumpkin Witch can summon the aid of Jack O' Lantern companion to fight alongside her. A number of times per day equal to 3+her intelligence modifier, the witch can summon a Jack O' Lantern as if it were a summon nature's ally I spell. At 5th level it summons 1d4+1 Jack O' Lanterns. At 6th level, she can instead summon 1 scarecrow. the creatures gain the advanced creature template when summoned and ignore difficult terrain caused by fields, forests, or pumpkin filled areas, at 16th level they gain the advanced creature template again and 2 Scarecrows can be summoned.
Zombie Arcana (Su): Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your Witch level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Frightful Moan (Su): It can emit a frightful moan as a standard action As a standard action, once per day for every point in the witch's intelligence modifier, All living creatures within a 30-foot spread must succeed on a Will save or become shaken for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same witch's moan for 24 hours.
Corpse companions (Sp): A number of times per day equal to 3+the witch's intelligence modifier, she can cast a lesser animate dead spell, using her level as her caster level.
Wilted flowers (Su): Creatures summoned through summoning spells by the witch are treated as both undead and plant type creatures to determine if a spell can effect it.
Deathcharms (Ex): A pumpkin witch can select any 1 necromancer deathcharm that she qualifies for, using her witch level as her necromancer level.
Immunity (Su): This can be taken multiple times, each time you select a different immunity. Dissease, Supernatural Disseases, stunning, petrifaction, sickened, nauseated, dazed, dazzled, Bleed, or sleep.
Corrupting Gaze (Su): The witch has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage). This can be used once per day for every point in your intelligence modifier.
Corrupting Touch (Su): Once per day for every 3 levels you possess in witch, By passing part of her body through a foe's body as a standard action, the witch inflicts a number of d6s equal to its hit dice in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Draining Touch (Su): As a standard action, once per day for every 4 levels it possesses in witch, The witch gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the witch heals 5 points of damage to itself.
Body of the Dead (Su): You are treated as your original type as well as undead to determine what spells and abilities can effect you. Malevolence (Su): once per day for every 4 levels it possesses in witch , and only once per round, the witch can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the witch must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same witch's malevolence for 24 hours.
Craft bodies (Su): Once per day for every 4 levels it possesses in witch, the witch can cast a Create undead spell, spending only 25 hl per hit dice instead of 50.
Mummy Rot (Su): Once per day for every 4 levels you possess in witch, you can make a touch attack against a creature or it contracts mummy rot. It must succeed in a fortitude saving throw to avoid this.
Killing Blow (Su): Weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your witch level. You can use this ability once per day, plus one additional time per day for every four levels beyond10th.
Pumpkin Patch (Sp): Once per day for every 4 levels you possess, you can summon a pumpkin patch. This pumpkin patch works like a black tentacles spell and also deals 2d6 fire damage on each attack. This uses your witch level as your caster level.
Pumpkin Bombs (Sp): Once per day for every 3 levels you possess in Witch, you can mimic the effects of a fire seeds spell, This can transform up to four pumpkins or 8 pumpkin seeds into bombs. The Pumpkin seeds work as acorns and the seeds work as holly berries for the purpose of the spell.
Pumpkinmaster (Su): Once per day for every 5 levels you possess, you can summon a Lantern monster class that follows your orders and lasts for 1 round per witch level. He arrives 2 levels below your own, and possesses a +3 monster weapon and he possesses the evilities bad trip, registry reverse, and reverse ailment.
Undead Resilience (Su): Your body becomes like that of the dead. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
Rejuvenation (Su): In most cases, it's difficult to destroy a Pumpkin Witch through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a pumpkin witch is to unravel the spell that binds their soul forever to their body. This can be accomplished through a wish or a miracle spell.
Undead Vitality (Su): You lose your constitution modifier and instead gain additional hit points from your Charisma modifier. In addition you're immune to death effects.
Pumpkin crusher (Sp): Once per day, you can mimic the effects of the Clashing Rocks spell, however it summons two huge pumpkins that collide into the enemy. This deals d8's instead of d6's but otherwise works as the spell.
Spells: 2nd—Cause Fear, 4th—barkskin, 6th—plant growth, 8th—command plants, 10th—Slay Living, 12th—Fire Seeds, 14th—animate plants, 16th—control plants, 18th—Wail of the banshee.