Chester Dorn
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I love the addition and idea that a witch can use their hair to strike foolish foes who get too close, but the pay off doesn't seem there yet.
Having it stuck as 1d4 regardless of level does limit its practical applications as a feat selection. It gains brawling, agile, disarm, grapple, parry and trip traits which make it a fun weapon to use - but it lacks the ability (as written) to benefit from etched runes in the same way that Nails (4th level feat) gains.
Story wise, could a handwraps of mighty blows be used as a hairband of sorts to gain the benefits of etching runes to the hairs unarmed attacks?
It also lacks the hex delivering power of the Nails feat, and despite the entry saying you can grow your hair instantly to several feat long you don't seem to gain any reach benefits from Living Hair either.
Ultimately, I want to use Living Hair for the aesthetic reasons but given that Nails and Living hair are only one feat level bracket off and their payoffs are very much unbalanced, I'm stuck wondering what the actual benefit of Living Hair can be beyond having a free weapon at 2nd and 3rd level.
It would be interesting if there was a way to upgrade nails/living hair through future feat selections, such as applying spellcasting modifier to damage rolls. It would certainly break up the static feeling most spellcasters have in their feat selections from 10th onwards.
