3 Hex Buff Witch


Advice

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So I've been working on a buff witch, still level 1 that has 3 hexes (Human that took extra hex twice). I picked scar, ward, and fortune. I want to take cackle now, for the sake of infinite fortune, but my scar+ward combo is something I really like. What should I do?


Wait a level you will get to take cackle

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And what good do you see coming from those hexes at any level?
Ward can't be used on the witch and doesn't stack with any other resistance bonus (cloaks) or deflection Bonuses (rings of Protection or most defensive spells).
Fortune eats your move action every round of the day from the moment you use it.

What do you actually expect to gain from burning all your feats/hexes in this manner?


why not cackle, fortune, evil eye/slumber/whateverspammablehex?
next level pick up soothsayer for your action economy.

from second level and onwards, you can have soothsayer+fortune on allies, and the moment the battle begins just spam your spammable hex and cackle. fortune will activate on it's own and still be affected by your cackle, and you will have something to do each round with the offensive hex

Dark Archive

Mathwei ap Niall wrote:

And what good do you see coming from those hexes at any level?

Ward can't be used on the witch and doesn't stack with any other resistance bonus (cloaks) or deflection Bonuses (rings of Protection or most defensive spells).
Fortune eats your move action every round of the day from the moment you use it.

What do you actually expect to gain from burning all your feats/hexes in this manner?

Alot, actually. This character was built so far-ranged that he can be in a bar drinking his problems away but still help the group with his hexes. Keep in mind the ward hex doesn't need 24 hours after.


One big thing to keep in mind is ward doesn't drop until hit or failed save.

Also you could skip scar and pick it up next level.

Don't forget hex vulnerability, it's way better for helpful hexes than harmful.

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