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So Unsworn Shaman seems to be a little bit of a mess, especially in terms of hexes, and I'm trying to wrap my head around it. At what levels do you get hexes, and what can those hexes be selected from? The way I'm reading it, a shaman's hex choices would be, from level 1-10:
Level 1: 1 non spirit hex, chosen from shaman or witch lists, changes daily
Level 2: 1 hex that changes daily, now chosen from spirit list too
Level 3: same as 2
Level 4: two daily changing hexes
Level 5: same as 4
Level 6: two hexes to choose daily from two spirits, plus a normal hex chosen from the shaman list?
Level 7: same as 6
Level 8: 3 daily hexes, plus the 1 fixed
Level 9: same as 8
Level 10: 3 daily hexes, plus 2 fixed?

My main confusion comes from the levels at which you get hexes outside of minor spirit hexes. The archetype says nothing one way or the other about removing them, but in that case, would you get a fixed hex at level 2, 4, 6, 8, and 10? Just 6 and 10, because levels 2, 4 and 8 all gain minor spirit hexes? Maybe even get your first fixed hex at 2, because technically the minor spirit hex is altering level 1? The RAW reading actually seems to suggest you get every fixed hex in addition to the minor spirits, because it never actually replaces them, but that seems insane.

In case it's unclear in this, I'm referring to minor spirit hexes as daily, and base shaman hexes that don't come from spirits as fixed.


I was investigating a bizarre thought I had with interactions between Putrefactor and Hand's Detachment, because I realized that this would imply the grotesquely hilarious image of a witch whose body is full of crawling copies of their own hand. First of all, not really a mechanics question, but how would you reconcile the verminous blood ability with this peculiar familiar? Secondly, are familiar archetypes valid to put on the possessed hand? I don't see why they wouldn't be, but I've never used one before. And lastly, if the hand can have the mauler archetype, what kind of a stat block would this result in? The familiar is a living version of a Crawling Hand, which is a diminutive creature with 13 strength! All of the other diminutive familiars I found had 1-3, and a base of 13 makes the battle form mauler ability ridiculously potent, especially in combination with grab.

As far as I could tell, the hand ends up with these stats, in medium form (at level 6, with a base hp of 48 for the purposes of the character this hand is attached to)

HP (24+6 due to toughness) = 30
AC (10+3 natural armor-2 dex)= 11?

Str (13+2 mauler +6 polymorph +2 also polymorph) = 23?
Dex (11-4)=7?
Con ??? (no score, due to being previously undead?)

CMB (3 BAB + 6 Str +4 for grapple)= +13
CMD (10+ 3 BAB + 6 Str -2 Dex) =17?

Attack (3 BAB+ 6 Str)= +9 1d6+6 with grab (extrapolated from Lead Blades because it doesn't include diminutive)

These stats, on top of grab, strangle, and potentially wearing rings seem to make the mauler hand incredibly potent, for a familiar. Not to mention, a small putrefactor could ride this hand as a mount, due to its size being fixed at medium, and then swallow it, because putrefactor makes no mention of familiar size in its disgorge familiar ability.

And one last thing, how does Steal Breath affect strangle? Is it an easy 2 action knockout?


How would the prehensile hair hex work with an anchoring aomf? The hex states that the hair cannot be sundered, and anchoring says that the two methods of freeing yourself are destroying the weapon and forcing 10 feet of movement with a dc 30 strength check. The former seems to be impossible with the hair, and the latter doesn't end the effect, and takes a full round action. Since the hair isn't very useful as a weapon in general, does this combination allow you to effectively permanently immobilize a creature?

https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexe s/hex-prehensile-hair-su/

https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/anchoring/