The Grievances of a Witch


Advice


My group is playing Rise of the Runelords, and I'm playing a Witch. I've built her very blaster style (A grievous sin as I'm told) and been having WAY more success at it than playing as a Debuffer and at battlefield control. My hexes are set up perfectly according to everyone who loves the witch.

Evil Eye, Cackle, Misfortune, Slumber.
S~&#, I even have Hex Vulnerability and Accursed Hex to make sure I can keep trying, but... I've lost the will to try.

See, here's the problem I face!
In my group, I'm not worried about controlling encounters. We have a Magus and a Fighter-Archer who deal more than enough damage to take out an enemy every turn or two, and have plenty of HP to keep up. Meanwhile, if they fail a few rolls, our Oracle heals them up pretty nice (give or take RNG-Gods f$%$ing her heal rolls). This means that average encounters are over in a couple rounds and I feel way better as a player contributing to the team by lobbing off Snowball or a few Crossbow bolts, rather than debuffing enemies that will die the next round regardless of the -2 I can put on them. If I can't land the hex in the round I cast it, there's no point in trying again because it's probably already dead.

Early into the campaign, I was sitting in the back TRYING to hex enemies as I was told my role would be and failing so miserably that the Cackle I gave off was more like an aggravated, miserable sobbing than a laugh.

We're now in the second chapter (Skinsaw Murders), and reaching the end... and I've used a hex maybe thrice. Always against bosses, because again, my party is built to not need the control with smaller encounters... But then this boss shows up and he's got GREAT Will Saves and strong AC, so now I can't hex him, I can't hit him with spells, I can't shoot him with arrows, so I just sit in the corner and groan as my team faces grueling combat.

I don't comprehend the praise Witches get! Strong enemies that need controlling are way out of your league, and weak enemies should be dispatched without problems that you're wasting turns Hexing them! I find Evil Eye is -OKAY- at best. A -2 to AC or Skills or Saves isn't great, and then at level 8 when it becomes a -4, everyone has scaled high enough that it's STILL just okay. Misfortune is cool too, but I never land it properly because their Will saves are good enough to overcome it without too much hassle. Slumber sounded great too, but all these Save or Die often result in a save and not a death.

My DM has gotten very angry with me because I don't use these allegedly perfect hexes CONSTANTLY... and I explain that I try, but fail at it constantly, so I don't want to really waste my turns any more and I want to be useful. I've built her as a Blaster because I figure if the hexes ever fail, I can just lob a fireball at them and win THAT way. And I seem to have had good foresight, because they're failing constantly or going to waste on such a weak enemy, but on the other hand, using Snowball or my Crossbow has killed more enemies than the Farcher! She's told me that if I won't use hexes, that she'll allow me to respec into a Wizard or a Sorcerer... and I'm just disappointed because I -WANTED- to play this class. It sounded lovely and I made the character's background and inspiration with it in mind. People made this class sound utterly broken and overpowered, but the experience I've gotten thus far is misery, frustration, and the promise of a better tomorrow which is always a step past the horizon.

Oh, and don't get me started on the number of enemies we've faced so far that are immune to compulsion and mind-effecting spells-- the Witches' forte.

I don't blame my DM in any way, shape, or form. She is doing just what she should as a DM. She's following the book and she's doing everything right, and the Magus and Farcher are having a good time. The Oracle is starting to get angry too because she's been reduced to a Heal Mill and the DM is actively working with her to allow her to step out of that path... but I remain in the corner as this Blaster Witch who's hexes never land. I don't know if she's buffed the CR of our encounters due to the sheer power output of our melee fighters in order to make it challenging, but it's made it fun for them and not for me. I'm told I should be laughing hysterically as everyone flails about uselessly, but... I'm not. I'm bathing in alcohol as I drown my sorrow for when they overcome my hex and slap the t+&~ off of the rest of the party.

Nor do I want to quit, at all. I just want to be a Witch and be as cool as everyone SAYS I should be but "A Witch is Not A Damage Dealer" seems to be the motto here-- one I vehemently oppose. As I stated above, I've slain more enemies with Snowball and my Crossbow than my Farcher has in our entire campaign thus far.

I just don't understand.


You've got a hex that gives a penalty to saves. Even with resistance it lasts a round, And cackle extends that.

Then you've got slumber hex.

So really if you've any wish simply evil eye, cackle and then slumber. With a penalty, they won't resist. The penalty increases at 8th, so you'll see it soon after book 2 I'd wager.

Personally I went the opposite way and fortune hexes and heal hexed. With scar and flight and hair. Scar meant I could heal hex near any range.

A minus 4 to saves and a slumber hex. Eventually you'll get split hex. Then you can pick and choose to affect many opponents and your party can focus fire whom they like no issue.

Witch hexes actually do one thing very well. They free up your spell slots to do other things. If you like ear peircing scream or lightning bolts, do them. When your spells are used up, you've still got others to fall back on. You can go a lot further on your gas tank than many other casters.


Also if you feel that Immunity to mind effects are a bad thing, well, fortune hex. No fighter or magus will EVER complain about rerolling a d20 every turn. They live on that roll.

The Exchange

You'll face some nice targets for those mind affecting hexes soon. Book 2 is a lil meh when it comes to mind affecting. Remember glitterdust works on everything, helps reveal invisible creatures =)

About the saves - some of them have rather nasty saves. What's your familiar doing, again? I suggest taking improved familiar at 7, get an arbiter(if your alignment allows). There's a spell called ill-omen, get your familiar to UMD a wand of it, before you attempt the hex. Save twice, take worst, assuming monster has no SR.

Damge dealing is generally ineffective since monsters hp>what you can blast. If your GM has buffed monsters saves(though the BBEGs REALLY do have pretty good saves), I cant do anything about it as you can't win an arms race against a GM.
If your GM lets you, combine cackle and fortune all day long. Gives your party free rerolls.

Also, timing of slumber hex. Hit Slumber when the mooks are next to your melees, before they start. I'd willingly eat the AOO for the cdg.

I am unsure if playing a wizard would make you feel any better, since our wizard still hasn't cast anything that your witch can't cast(except for grease and haste). Summon elementals? Witch can do that. Glitterdust? Witch can do that. Fireball? Element patron witch can do that. Summon lantern archons? Witch can do that too.


Just a Mort wrote:

You'll face some nice targets for those mind affecting hexes soon. Book 2 is a lil meh when it comes to mind affecting. Remember glitterdust works on everything, helps reveal invisible creatures =)

About the saves - some of them have rather nasty saves. What's your familiar doing, again? I suggest taking improved familiar at 7, get an arbiter(if your alignment allows). There's a spell called ill-omen, get your familiar to UMD a wand of it, before you attempt the hex. Save twice, take worst, assuming monster has no SR.

Damge dealing is generally ineffective since monsters hp>what you can blast. If your GM has buffed monsters saves(though the BBEGs REALLY do have pretty good saves), I cant do anything about it as you can't win an arms race against a GM.
If your GM lets you, combine cackle and fortune all day long. Gives your party free rerolls.

Also, timing of slumber hex. Hit Slumber when the mooks are next to your melees, before they start. I'd willingly eat the AOO for the cdg.

I am unsure if playing a wizard would make you feel any better, since our wizard still hasn't cast anything that your witch can't cast(except for grease). Summon elementals? Witch can do that. Glitterdust? Witch can do that. Fireball? Element patron witch can do that. Summon lantern archons? Witch can do that too.

One thing my DM does is that she doesn't want my Familiar in combat. She's played Witches where the familiar was killed and it ruined the character for several sessions and she doesn't want to put me through that, so it is implied that when combat comes around, he's nowhere to be found. I went with a Compy, for the +4 Initiative, however.

As for taking Fortune, it was certainly something I intended on doing, just... later. I was assured that I would break the game with Evil Eye and Misfortune alone, so it was put to the sidelines for a later level, and now that I'm level 6, I'm absolutely going to take it... if the DM doesn't convince me to switch out first. Fortune + Soothsayer is a great combination, since I can cast it outside of combat, Use Soothsayer, and now activate the Fortune when we get in trouble, freeing up a number of turns in combat instead of buffing them one by one.

Hexing small fry feels like a waste of turns of my Witch sitting back leering angrily at people who die as soon as she blinks, and the big guys have nasty saves that I can't touch because, duh... Paizo doesn't want you breezing through Story Bosses like butter!

I agree on your part with the Wizard though. I would rather stay a witch and keep the current Character background and all the fluff and simply use the Hexes when they become more opportune at higher levels. Abominate, Retribution, and the other Major hexes are GOLDEN, and I can see myself using them frequently, even with the current trend of resistance.

I've even gotten a few suggestions from friends who DM that I'll bring up with her next time I get the chance... Things like a magic ring that gives me a +2 to Hex DCs to help offset the imbalance, or crafting a Wand of Bestow Curse to give a penalty to enemy saves-- hand that to a melee fighter and poke the boss with it, and laugh as he drops his pants for a Hexxed Prostate Exam.


The Witch is to the Wizard as the Fighter is to the Barbarian.

Both the Witch and the Wizard are powerful full casters. However, the Wizard, like the Barbarian, has a much more versatile kit than the Witch. The downside of this is that this kit is limited-access, in that the Wizard can only cast so many times a day, and the Barbarian can only rage for so long. The Fighter faces no such restrictions on daily uses, assuming he avoids dying. Ditto with the Witch, since hexes are only limited by the number of fresh targets.

The Wizard and Barbarian have better 2-round encounter enders than the Witch and Fighter, respectively. However, 4 rounds later, the Wizard will either be eating into his spell slots and the Barbarian will have used a significant fraction (if not all) of his rage rounds per day. The Fighter and Witch can keep on chugging out damage and debuffs, respectively. Wizard and Barbarians will thrive on short combats and 5-minute adventuring days. Witches and Fighters do better in the long run.

I'm not familiar with the ROTR AP, but if you have a 5-minute adventuring day, maybe the Witch is not the class for you.


Witches don't impress me much at all. I think their spell selection is far better then a Summoner. Their Hexes are interesting enough I suppose. That being said I'd rather play a straight Wizard or Cleric over them. As far as being a Blaster you'd be better off being a Sorcerer or a Wizard or with the newest book a Kineticist.

The Exchange

ROTR is not a 5 min adventuring day AP. Some parts of it are but the bases of the bad guys are not. I don't really see how a fighter archer and a magus are dropping everything unless the magus is on full nova mode all the time.

You'd be suprised how much a little tweaking of the scales helps, I probably saved the rogue from a grisly death by being impaled on a longspear for a x3 crit by a precombat barkskin which increased his ac by 2. Just enough to prevent the confirmation.

Witches have something that others overlook - they can pick up quite some condition removal. Especially healing patron witches. So if no one is playing a divine caster...or the oracle doesn't want to use his limited spell slots known on remove blindness/deafness, neutralize poison,(with good reason, I wouldn't waste precious spells known on situational condition removal), you can cover that.


what are your witch's stats and equipment?


One thing to remember with the Evil Eye hex is that it doesn't have the text on it that limits it to once a day like some of the other hexes do. So you can stack Evil Eyes on a boss. Start with -2 saves, then start stacking -2 AC, -2 hit, etc. And because even when you save versus Evil Eye it sticks for at least one round, and you have Cackle, that means you will always be able to debuff.

If you do like the class and how it plays, but just don't feel powerful, take a good hard look at the witch spell list. There are a LOT of spells there that can fit many situations. Debuffs that target each of the different saves that you can tailor to whatever you are fighting. Fort saves on the smarties and will saves on the dextrous and reflex saves on the hardy. The ability to sew a spell casters mouth shut. A spell to steal the size and strength of a foe and give it to your toughest buddy. Vomit Swarm.

If you are looking to craft a wand, look into Spectral Hand. Now YOU can do that bestow curse from 30 feet away and the fighter doesn't have too. Or any one of the multitude of other wonderfully nasty touch spells the witch has access to. There are a lot and they are fun.

But also be aware that just maybe the witch isn't for you. Which is fine, not all classes appeal to all people (I love the witch but just can't get into the wizard for example.) Different strokes for different folks. Several times I've started playing a class with a great idea for the character only to discover the I just didn't like how it played. And there's no way to know that you won't really like a class until you play it. While it's always a little sad to realize that the class just isn't a good fit for you, sometimes it happens.


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I've been playing a witch for awhile now - went all the way through the Emerald Spire with her - and now she's just hit level 15 - and my experience has been that she's tremendous fun but there was a period of a few levels when she was pretty boring.

On the fun side: witches are incredibly versatile; spells plus hexes means that you often have a lot of good options in any given round, which means you can adapt to different kinds of encounters. This can be a huge life saver when you find yourself in a situation where spells won't work.

On the negative side: I had a stretch (maybe about 3 levels or so) where it just seemed like all I ever did was drop Misfortune on the bad guys because it was so much more effective than anything else and so that got a little boring. But eventually new options opened up.

Some miscellaneous observations:

If the bad guys are frequently making their saves against your hexes that's probably an indication that your INT is too low. Consider boosting your headband higher if you have the gold. Also, Hexing Runes is an item that can bump one hex's DC.

You are right that Evil Eye is usually not worth bothering with because most Pathfinder encounters only last 2 or 3 rounds so it's a poor use of action economy. There are exceptions though. Most recently, my group fought a baddie whose AC was so high that even our crazy optimized martials were mostly missing. That was a situation where dropping a -4 on its AC was *very* helpful. Also, remember that Evil Eye sticks even if they fail their save and you can extend it via Cackle. So in the case of this bad guy, his saves were even crazy higher than his AC, but that just meant: Standard Action: Evil Eye (makes save so one round duration); Move Action: Cackle to extend that one round duration to two rounds (this is important because otherwise the duration will expire at the *start* of your next turn, preventing you from Cackling to extend it).

The hex feats are very helpful. Split hex Misfortune and then Cackle to extend really debuffs the enemies. Accursed hex for when they do make their save. Amplified hex for boosting the DC or, especially, for when you need to get a hex off against someone who is more than 30 feet away.

Slumber is ok but has a tendency to either not work due to immunities or annoy the GM and everyone else by ending a fight before it even gets interesting. I'd say my best use of it was when I slumbered our dominated arcane trickster, right before the Balor made him rain damage on the entire party.

Charm is really great for social encounters, especially after level 8, because you can make the indifferent NPC friendly before your party face has even gotten the Diplomacy train rolling.

Fortune can be a real life saver in one of those situations where you really need the party tank to keep going and anything that takes him out of the fight is probably going to TPK everyone. I'm not a fan of the "Fortune everyone and keep it all going all day long by cackling maniacally without stopping" shenanigans but I still find it to be a great hex, though admittedly one that I often don't have the action economy to activate.

Misfortune is probably my favorite hex (at least until Major hexes like Retribution and Ice Tomb come along). Don't forget that Misfortune is not mind-affecting. Many GMs seem to think it is, probably because of its similarity to Ill Omen, which is mind-affecting.

Speaking of Ill Omen, once you get to the point where you can Quicken spells, this is a great choice to Quicken (as long as the target is not immune to mind affecting) because now you can get a similar effect to Misfortune with a swift action, still leaving you with your standard to hit them with a hex or another spell.

My witch has Quicken, Piercing, and Reach metamagic feats, along with a Staff of the Master, and Magical Lineage (Ill Omen). This means that in any given round of combat I am a) casting a quickened spell b) casting a second spell or a hex c) moving or cackling d) having my improved familiar do something (usually a wand or a scroll).

Bottom line: the witch is a great class whose fun comes from the incredible versatility that the combination of spells and hexes offers.

Silver Crusade

Hi. Sorry to hear you're not having as much fun as you'd like. Some of the advice above is great like boost int to increase save dc.

My PFS witch has a parrot familiar that intimidates. I took evolved familiar to give it skilled. So before I give baddies the evil eye, my bird does it first to demoralize them.

Take improved familiar at 7th and find a familiar that can use wands. Since youre running an AP, I reccommend faerie dragon. Ill Omen is great vs. baddies with no SR. Take quicken spell at 9th to quicken ill omen.

Against mindless, misfortune and ill omen are the best but I would then buff (enlarge person, heroism) or debuff (blindness/deafness, accursed glare).

Int is king though. My level 5 witch was at 20 int.

Edit: just double checked. Int is 23 (18 start, 2 race, 2 headband, 1 at 4th).

Also took ancestor patron so I bless, aid, and prayer as well if I can't hex.

Dark Archive

There's a few magic items that might help as well, off the top of my head;

Cackling Hag's Blouse (cackle as a swift action if you have the hex)

Corset of Dire Witchcraft (allows you to increase the DC of one hex by 2)

Hexing Runes (increase the DC of one hex by 1)

A couple of those plus increasing your Int will see the DCs for your hexes getting higher and hopefully making them hit more reliably, the Witch can indeed be a powerhouse but that power primarily shines more the longer the adventuring 'day' gets, if your GM is letting you rest after every few fights you'll not be seeing it yet.

The Exchange

In addition to Suthainn's list, if your GM allows, you can take the Ability Focus feat to boost the DC of one hex by 2 (I recommend Misfortune personally).

And while it may seem like a bit of a waste of a quickened ill omen, landing a misfortune right after to keep a boss locked down the rest of combat is amazing.

Statistically, rolling a natural 20 while misfortuned is 1 in 400 rather than 1 in 20, and rolling a 1 is approximately 1 in 10 rather than 1 in 20. That's where misfortune shines and why people think witches are so strong. Your party will thank you that the BBEG can no longer land attacks (unless they're hideously strong...which does happen in RotRL) and fails pretty much all of their saving throws the rest of combat.

If you're facing a boss with high will saves (usually discernible if you're facing a spell caster or with a quick knowledge check for other creatures), then take the turn to land an evil eye. Combined with an ill omen, your misfortune is pretty much guaranteed to land.

Mindless creatures do suck, but that's an issue that will mostly go away after book 2 of RotRL wraps up. There will always be fights from time to time with immunity to mind-affecting, but they're not so constant as they are in The Skinsaw Murders. In such situations, absolutely go back to blasting or using other forms of control. My witch LOVED a well placed web. Also remember as others have said, Misfortune is NOT mind-affecting!

If your party is 1-2 rounding boss battles, then your DM should probably tune the fights a bit higher for appropriate challenge levels.


Yeah, a lot of great advice here. I just want to add that the Witch is a class that gets better the harder the battles are- all it takes to make blasting more effective is more HP, while Will saves just mean it's a bit more likely for the spell to fail, but if you are built well you still should have plenty of chance.

An enemy with a good save on average usually has their level + 3. So at level 8, they have a +11 to will saves, for example. At level 8, your hex DC without any INT boosts will be 14, so of course they'll make it often. But by level 8 you should have ~22 INT at the very least, even if you aren't powergaming, and that should raise your DC to about 20. So an enemy of your level will fail their save slightly less than half the time, I believe it's ~45%. I want to note that this is huge! The enemies that specialize in saving against you will fail every 2, maybe 3 turns, and failing one save will RUIN their lives.

Now, add in the other tricks you can use to increase your DC (ill omen, ability focus, magical items, etc) and you're breaking the 50% margin. Then the GM throws a BBEG that is 3 CR higher than you, their average save raises by 3, and you're back to somewhat under 50% chance to effect them, but not much. (sorry for the lack of hard numbers, I'm no mathematician)

So the takeaway here is that no matter what you do, you always have a good chance for the enemy to save if they have a strong save. But that's ok, because you're dramatically slashing their effectiveness with a single spell. But, it's also extremely hard for the enemy to outscale you if you built decently. And then poor enemy martials with their low saves come along and cry themselves to sleep because they're just going to fall further and further behind unless the GM specifically builds his NPCs to counter you (which is a sign that you are effective at what you do).

But again, if the battles are easy and end in 2 rounds, all this isn't going to seem like as much of an advantage. It's when you're fighting fights where there's a lot of HP, or a lot of mooks defending the BBEG that the martials get stuck dealing with, that's when you can really start to shine.

The Exchange

ROTR is a little loot light, at least for earlier parts. +2 stat boosters, certainly. When you get your +4 stat booster is another story. Same can be said for hexing runes and fancy witchy stuff, even if you had craft wondrous.


Derek Dalton wrote:

Witches don't impress me much at all. I think their spell selection is far better then a Summoner. Their Hexes are interesting enough I suppose. That being said I'd rather play a straight Wizard or Cleric over them. As far as being a Blaster you'd be better off being a Sorcerer or a Wizard or with the newest book a Kineticist.

Witch can feel like the caster version of the bard as the 5th man.

Bards are great at buffs that boost attack/damage for melee characters. Witches are fantastic at debuffing saves that makes getting in a Save or Suck all the easier (particularly enchantments- that can help make encounters funny).

Buffers and Debuffers are multipliers for the things they can work with. Unfortunately, hexes can often be more for the saves when it comes to the small encounters (in large encounters with lots of mooks, slumber hex can be like she has a 1 shot kill shotgun blasting away; fortune and misfortune also can save lives, but that might not show up in the average encounter, particularly with the steam rolling), and unfortunately this party is melee heavy and doesn't have much use for your skill set.

So going with this tack...maybe a bard would be better, since they will appreciate inspire courage. Meshes better.

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Fray Fray wrote:
I find Evil Eye is -OKAY- at best. A -2 to AC or Skills or Saves isn't great, and then at level 8 when it becomes a -4, everyone has scaled high enough that it's STILL just okay.

Precisely.

Evil Eye is one of those abilities that's vastly overrated. So stop using that. Instead of Evil Eye the first turn and Slumber the next, just use Slumber the first turn, and if it didn't work use Accursed Hex to Slumber again. Forcing two saves is almost always better than forcing one save at -2.

And, your spells are supposed to be better than hexes, most of the time. You use hexes when you don't have a spell for the situation, or when you're out of spells. An area effect debuff (like Grease or Glitterdust) is generally better than a hex, but of course you can only do that a few times per day.

Finally, bear in mind that in a sufficiently powerful party, a support character just isn't so useful any more. Perhaps you could ask your GM to make the encounters harder.


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I wouldn't say that, my witches Evil Eye made it possible for my level 8 party to hit the CR 14 monster in Year of the Shadow Lodge. And made it possible for my Misfortune to stick, which made it impossible for the CR 14 monster to hit our Paladin. Level 8s aren't supposed to even engage the CR 14 monster in that, much less kill it, and the entire party agreed that it was the combination of Witch and Paladin that made it possible.

But that was a big boss fight, which is where the hexes shine, as opposed to minions which often don't survive long enough for it to matter.

Minions are when you use your flight hex and cast 'Flurry of Snowballs' from 30 feet up while doing Perform:Sing checks to belt out "Let it Go."


Regarding Witches and Bards I'd pick a Witch and their archtypes over a Bard every time. I have played Bards and find them lacking in every regard. Witches on paper depending on what you want offer more then Bards.


Kurald Galain wrote:
Fray Fray wrote:
I find Evil Eye is -OKAY- at best. A -2 to AC or Skills or Saves isn't great, and then at level 8 when it becomes a -4, everyone has scaled high enough that it's STILL just okay.

Precisely.

Evil Eye is one of those abilities that's vastly overrated. So stop using that. Instead of Evil Eye the first turn and Slumber the next, just use Slumber the first turn, and if it didn't work use Accursed Hex to Slumber again. Forcing two saves is almost always better than forcing one save at -2.

Well, it is overrated if you apply it to AC. That is more of a 'nothing better to do' kind of thing.

-4 to saves though, that applies even if the enemy saves... yeah, give a SoS wizard that, and it will decimate anything even while using lower level spells than usual. Throw some enchantments, and he might get the dragon to kill all its minions. Particularly when you can make that enemy reroll and take the worse result...and you can do that for any enemy, all day. Guaranteeing that an enenmy is down in one turn, using lower leveled spells than usual, is a fine thing.

Witches make much better support characters for caster heavy groups. But this is a melee heavy group, so they would appreciate bards more (Since they can get that bonus on everyone's attacks near unconditionally rather than just one target, and still have time to throw some other buffs on them right before grabbing a weapon to help clean up with the melee types).

I fully support the idea this is just a party mismatch. Support characters can be great, but only when they are giving the proper kind of support.

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lemeres wrote:
-4 to saves though, that applies even if the enemy saves... yeah, give a SoS wizard that, and it will decimate anything even while using lower level spells than usual.

Yes, it becomes decent if you're (1) level eight or higher, and (2) tag-teaming with another caster.

If you're going to Eye for your own hex, you're better off just using that second hex twice. Otherwise, as the OP indicates, usually the enemy will have died before you accomplish anything.

The Exchange

Versus a single big bad surely a -2 (or -4) to their attack rolls is the same as a +2 (or +4) to the AC of everyone on your team? That seems like pretty good melee support to me.


Kurald Galain wrote:
lemeres wrote:
-4 to saves though, that applies even if the enemy saves... yeah, give a SoS wizard that, and it will decimate anything even while using lower level spells than usual.

Yes, it becomes decent if you're (1) level eight or higher, and (2) tag-teaming with another caster.

If you're going to Eye for your own hex, you're better off just using that second hex twice. Otherwise, as the OP indicates, usually the enemy will have died before you accomplish anything.

Oh, I agree- he doesn't have much to build off of. A multiplier without much to multiply. I think half the reason why witches have cleric-ish spells on their list was so that you could easily write off teaming up with the wizard in the classic 4 man set up.

I wouldn't say that evil eye is bad prior to level 8- more modest, sure, but it still makes it feel like the other caster has +4 to their casting stat due to it.

Witches primarily have one trick, and while they do it very well, they kind of flounder a bit when they can't use it. Not the most flexible class, but still rather useful in the right set up. But I doubt many here will argue against the idea that this is not the best set up for a witch.

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lemeres wrote:
I wouldn't say that evil eye is bad prior to level 8- more modest, sure, but it still makes it feel like the other caster has +4 to their casting stat due to it.

It's not bad in the sense of "it doesn't do anything", but in the sense of "you would be more effective doing something else".


Kurald Galain wrote:
lemeres wrote:
I wouldn't say that evil eye is bad prior to level 8- more modest, sure, but it still makes it feel like the other caster has +4 to their casting stat due to it.

It's not bad in the sense of "it doesn't do anything", but in the sense of "you would be more effective doing something else".

Still, level 1-7 are the range where casters often carry crossbows so they can do SOMETHING once they run out of spells. So 'having something better to do' might not be that huge of an issue. I think there is a rather small crunch range where you really feel the pressure for this.

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lemeres wrote:
Still, level 1-7 are the range where casters often carry crossbows so they can do SOMETHING once they run out of spells. So 'having something better to do' might not be that huge of an issue. I think there is a rather small crunch range where you really feel the pressure for this.

A caster shooting a crossbow would also be more effective doing something else.

And the witch has hexes for this purpose. If you often find yourself evil eyeing for -2 because you have nothing better to do, you'll be more effective if you use another hex. That's why you get more than one hex, after all. Evil eye is not the be-all end-all of witchcraft!


Yeah, I use evil eye on my witch, but its because of the effect on miss, and I generally use it A: for saves so I can land spells etc, and B: as a backup. (though maybe I should grab misfortune, given that my save DC is good relative to a lot of enemies, and its not mind affecting)

Sovereign Court RPG Superstar 2009 Top 32

Susano-wo wrote:
(though maybe I should grab misfortune, given that my save DC is good relative to a lot of enemies, and its not mind affecting)

Yes, that would be an improvement.


Pathfinder Roleplaying Game Superscriber
'Sani wrote:
One thing to remember with the Evil Eye hex is that it doesn't have the text on it that limits it to once a day like some of the other hexes do. So you can stack Evil Eyes on a boss. Start with -2 saves, then start stacking -2 AC, -2 hit, etc. And because even when you save versus Evil Eye it sticks for at least one round, and you have Cackle, that means you will always be able to debuff.

There is an errata that specifically states that you can apply evil eye multiple times, targeting a different penalty with each use (as noted in your comment). If you do target the same penalty before the previous one has expired, it merely resets the timer. This is the beauty of this hex, IMO, because that little bit of text limiting it to once per day is important against the BBEG.


Pathfinder Roleplaying Game Superscriber

So, based on thoughts stemming from this thread, I retooled my wife's witch for our GS campaign on Sundays.

Hedge Witch, 6th level, 21 INT, with ability focus (evil eye), the save DC is 20, but irrelevant with cackle. Slumber and misfortune are both sitting at 18 saves that require a roll of 20 due to evil eye, which will go up by 4 when she gets a +2 headband, her 8th level INT increase, and -2 increase in penalty from evil eye.

For GS, at 8th level in book 3, high HP baddies are the norm, so they should be around long enough for some very nasty consequences: 1) evil eye DC 22, 2) misfortune DC 20 at -4 penalty while fighter moves up to baddie, 3) slumber DC 20 and -4 penalty and roll twice taking worse result followed by fighter coup de grace. Her init is +8, so she almost always goes first, btw.

EDIT: I forgot about the level based DC increase... add 1 to her 8th level DCs. The Giants are gonna have issues!


taks wrote:
1) evil eye DC 22, 2) misfortune DC 20 at -4 penalty while fighter moves up to baddie, 3) slumber DC 20 and -4 penalty and roll twice taking worse result followed by fighter coup de grace. Her init is +8, so she almost always goes first, btw.

You do realise that if the target fails against Misfortune, it would have failed against Slumber too (taking the target out of the fight a round sooner), right? And if the target saves, well, that's what Accursed Hex is for. Slumber after Misfortune is almost never a sensible thing to do.

Of course, Ability Focus: Slumber makes way more sense than AF: Evil Eye. The literally only saving grace of Evil Eye is that the target does not need to fail the save.

Scarab Sages

I think the main problem here is Dedicated Support Syndrome. The witch, better than most other spellcasters, excels in a support role, but more often than not it's easy to feel worthless when you aren't specifically putting out damage.

I was playing in a game once where I was playing a support character, and actually took the time to keep track of my contributions in terms of hits & damage in an encounter. At the end of the day, thanks to my buffing, I ended up contributing roughly 50% of the party's overall damage, through buffs alone, not including the other support I did on my turn.

Just a few weeks ago, I was running a campaign for my best friend, and he encountered a Bulette. He had a Court Bard in his group and the -2 penalty bestowed by the Bard imparted more proactive healing than the cleric has done the entire game up to this point.

Support matters, and it matters A LOT. You just need to remember when it does.

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