New Material: Spell-less Hexer, but not a Witch
The sylvan trickster rogue archetype can take hexes instead of rogue talents. Since the sylvan trickster is a rogue, they don’t otherwise have spells. So this is a way to run a spell-less hexer, but you can’t do it as a witch. Rerolling an existing witch character as a rogue might be... difficult. And I don’t believe there is any way for a rogue to get a familiar, though I’d have to double-check that and it would make for a fine separate question.
Thanks to willuwontu for bringing the sylvan trickster to my attention.
At the time the question was asked: No hexes without spells
Aside from the sylvan trickster, which didn’t exist at the time the question was asked, the short answer was no, there is no class in the game that gains the ability to use hexes in general that doesn’t also have spellcasting. The Blood Hex feat exists, but doesn’t offer the same things as witch hexing.
Published Witch Archetypes
None remove spellcasting from the witch. The ley line guardian witch has altered spellcasting, but that’s it. Even delving into third-party options, the feytouched hexer by Flaming Crab Games “replaces” the witch’s spellcasting, but with a different sort of spellcasting.
Published Shaman Archetypes
Shaman is a hybrid class, specifically of oracle and witch. As such, it gains some hexes. It also has spellcasting, however, and none of the published archetypes for it touch its spellcasting for any reason.
Published Non-witch Hexing Archetypes
There are archetypes for non-witch classes to grant those classes hexes. However, all but one of these archetypes are for spellcasting classes, and that one, the serial killer vigilante, just gets a single hex (charm), not the general ability to use hexes. Of the remainder, some have (third-party) archetypes that remove spellcasting, but basically none of these are compatible with the hexing archetype, so you can’t get hexes and lose spells. One possible exception, though: the “archetype package” concept by Super Genius Games would allow a hoaxer bard to trade away his spellcasting, though I’m dubious of the entire concept. For completeness however:
Divine scourge cleric gains divine hexes instead of channel energy.
The third-party enthusiast cleric and weapon-sworn cleric, both by Kobold Press, actually ditch spellcasting (!), but neither is compatible with divine scourge.
All other cleric archetypes, including third-party material on PFSRD, leaves cleric spellcasting extant, though several “diminish” it.
Dreamstalker mesmerist gains the slumber hex, but just that.
- No mesmerist archetype is entirely without spellcasting.
Hexcrafter magus can take hexes instead of arcana.
No Paizo-published magus archetype ditches its spellcasting.
The third-party rune knight magus by Ascension Games ditches spellcasting in favor of rune magic, which are maybe easier to manage than spells (each rune script has a set number of uses per day that are only for that script, not pooled for all scripts), but still definitely involves resource management. Doesn’t matter anyway since it’s not compatible with hexcrafter.
Third-party sibyl magus by Radiance House replaces magus spellcasting with Radiance House’s port of the pact magic from the 3.5e supplement Tome of Magic. Pact magic doesn’t usually entail daily limits, so that’s actually a step in the right direction, but it’s not compatible with hexcrafter, and really it has to be mentioned that some of the subject material in Radiance House publications has distressingly and (IMO) offensively depicted sexual violence as part of the visions associated with binding spirits.
Third-party tovenaar magus replaces spellcasting with inquisitions (read: spell-less cleric domains), which would be perfect if, ya know, it was compatible with hexcrafter.
Hoaxer bard curses items with hexes and tries to convince others to accept them.
No Paizo-published archetype ditches bard spellcasting.
Super Genius Games considers the bard’s cantrips and spells to be one of its “archetype packages,” namely the spellslinger package. They offer class-agnostic archetype packages that are supposed to be drop-in replacements for any class’s existing archetype package(s). This is interesting since hoaxer doesn’t touch those features, making that replacement compatible with hoaxer. I have serious doubts about the balance or functionality of this entire concept, however. Anyway, the packages listed as options on the PFSRD are blacksnake, cloakfighter, harrier, physical exemplar, spellhammer, weapon champion, and youxia.
- Frustratingly, the witch only gets one package, hexen, which includes all of her hexes. The rest of her class features, I guess, don’t amount to a package? (Or, more realistically, 9th-level spellcasting is far better than any package.) You might be able to argue that being a package, other classes could replace one of their own packages with hexen, but uh... I don’t think that’s a good idea at all. I don’t think Super Genius Games is entirely right about this system, and this isn’t even a thing that they recommend.
Involutionist spiritualist get a phantom more akin to the shaman spirit, and thus some hexing.
- No archetype that removes the spiritualist’s spellcasting can be compatible with involutionist, because involutionist alters the spiritualist’s spellcasting.
Serial killer vigilante gains the charm hex, and only that, but hey, no spellcasting!
Spirit guide oracle has a shaman spirit, including some hexes, instead of some of his revelations.
- No archetype on PFSRD removes an oracle’s spellcasting.
Spirit whisperer wizard gains hexes through a shaman spirit.
- Unsurprisingly, no wizard archetype removes the wizard’s spellcasting.
The following archetypes are third-party:
Hex kineticist by Purple Duck Games (in Kineticists of Porphyra II, which is not yet available on PFSRD) gains a hex at 2nd, 6th, 10th, 14th, and 18th, instead of utility wild talents. The kineticist is notable for not having spellcasting, and supposedly being “at will,” but the miserable burn mechanic gives the lie to that claim—everything a kineticist does “burns” them and results in unhealable nonlethal damage, and you are limited in how much burn you can take in a day. So you end up having to manage burn instead of spell slots, and you get little and less in return for the privilege. Seriously, kineticist is a really bad class.
Strega sorcerer by Rogue Genius Games gains hexes that use spell slots.
- Again, no spellcasting-less sorcerer archetypes out there. Shocking.
Weird musician bard by Flaming Crab Games gets some hexes instead of a number of bardic performances.
- Amusingly, weird musician is compatible with hoaxer (see above), so you could get hexing while you hex. Still has spellcasting though, unless you use the “archetype package” rules to drop that.
Witchknight inquisitor by Flaming Crab Games gains hexes instead of solo tactics and teamwork feats.
Inquisitor has only one archetype, the third-party rune binder inquisitor by Ascension Games, that loses spellcasting, again for rune magic. See rune knight magus for more details on that, but know that rune binder isn’t compatible with witchknight anyway.
Like bard, Super Genius Games classifies part of inquisitor as an “archetype package” that you can replace with one of their class-agnostic packages. See my discussion of this concept under bard for more details. The magister package is the one you want to replace here.
Anyone of any class can take Blood Hex to get a little hexing as a non-witch, but blood hexes are different from regular hexes.
There is a concept in Pathfinder known as variant multiclassing, or VMC, where you can take half your feats and light them on fire in exchange for almost nothing from a class. Seriously, VMCs are 100% trap, 100% of the time, and you should never use one.
However, it does bear mentioning because 1. it exists, and 2. it can grant a little bit of hexing to a non-witch. Namely, three hexes, and barred from taking Extra Hex. Also comes with cantrips, which technically is spellcasting—but since they’re at will, those are management-free at at least.
I wrote up a homebrew hexenmaester witch archetype tailored to this question: more hexes, no spells, beefed up familiar. It is untested and hasn’t been published by anyone, so I’m afraid you’ll have to use it at your own risk (though I do personally stand by it).
No witch goes without spellcasting. In fact, looking at first-party content, we actually see that no archetype ever completely trades away 9th-level spellcasting. This is a rather telling point: 9th-level spellcasting is so powerful that it basically cannot be traded fairly for anything. Both my own witch archetype, and Kobold Press’s spell-less cleric archetypes, are strict downgrades in power and versatility. Pathfinder is simply dominated by magic, and the statement that “the more and higher-level spells you have, the stronger you are” remains factually true no matter what classes we are talking about. So trading away spells altogether is just not something that an archetype should really do, if they are going to be balanced.
Which is why it’s unsurprising that, even now, at the end of PF 1e’s life, the only way to achieve this isn’t to ditch witch spellcasting, but to give a rogue her hexes.