Hi I am running a scarred witch doctor in our home game and it's really fun. He is a second line everything. Healer,fighter and magic user. I focused on hexes to help him like Healing Hex, Prehensile Hair, Fly Hex, Scare Hex, Aura of Purity. I took most of my feats I took extra hex so I was able to get many hexs by 7th level. I also went Con 20 (with half orc +2) Strength 15 and Dex 12 dropped my Charisma to 9 and all the rest 10.
Then I took mostly spells that would boost my AC or HP or Strength. I am a pretty effective fighter at 7th level.
Not sure if this will help but I'm running a Scarred Witch doctor in our home game and as a general rule any ability or spell or feat or skill that would use Int for the witch we switch out for Con.
Rule is: A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
It would seem on the surface that the witch doctor is over powered, but you really don't build them the same as you would a regular witch. They tend, in my opinion, to be more secondary melee then a controller as the witch usualy is.
Ok, so this came up last night in our home game.
Aura of Purity Su
Effect: Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch's class level are unaffected.
Would this also negate the Extraordinary ability of the Yellow Musk Creeper? There pollin spray attact?
Pollen Spray (Ex)
As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.
I would think it does. But I would be interested to know what others might rule on this.
I think the point I was trying to make is that the newest version of hero labs has a bug. When you try to take the feat "extra hex" it will only allow it to be gained once no matter what level you are or whether your a regular Witch or an archetype. The feat states it can be grained multiple times but the program i.e. Hero Labs, will not allow you to. So Jim.DiGriz, who originally posted the thread, was right in thinking that there was and still is a bug.
They have the Hex class class feature upon creation. If you look under the archetype Hex is a class feature. First level hex is replaced by scareshield but you do get hexs at 2nd 4th and so on. The problem is with Hero Labs. I tried to add the extra hex feat on a plain old witch at level 6 and it would only let me choose extra hex once it wasnt on the list of feats after I added it once, even though it clearly stated " this feat may be taken multiple times"
The Orc Scarred witch Doctor does have the class feature HEX.
In it's description it reads:
Major Hexes: The following major hexes complement the scarred witch doctor archetype: agony, nightmare cook people, infected wounds.
Grand Hexes: The following grand hexes complement the scarred witch doctor archetype: death curse, natural disaster dire prophecy.
This to me would indicate that the OSWD does indeed have the hex class feature. However opening hero labs I have the same problem, but it will let me take extra hex feat but only once. I tried leveling up to 6th and it still would only allow me to take "extra hex" once. something isn't right.
Hello I have been looking up things on the Orc witch doctor and I keep seeing these posting about the mask. The text reads:
Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells.
from reading that I am pretty sure you do not gain any of the abilities a familiar gives you like alertness or so on. It says pretty clearly "for the purpose of preparing and gaining spells" The other abilities granted by your familiar are not bestowed, but you go get the +2 intimidate and heal checks when wearing it and that, I believe, is the trade off.
what might be the effect of a swarm vs. swarm encounter.
Let me explain, lets say you were attacted by a swarm of tiny scarab beatles. they are immune to weapon damage cause they are Tiny but what if you summon a swarm to fight them, would your swarm a rat swarm, can they do any damage to the Tiny swarm?
Let me know what you think.
Hi, we had this come up. We looked up when is a 1 an auto fail. In the core rule book it states that Attacks and saves 1 always fails 20 always succeeds. A natural 1 is not an auto fail for skill checks, but we couldn't find any thing on if a natural 1 is an auto fail on a caster level check. Please let me know what you think and if possible let me know where the rule can be found so we can present it as fact and not have to spend all night in a debate.
Hi, we had this come up in last nights game. We looked at different rules and here is what we found.
Supernatural Abilities (Su)
Now it is worded as "generally don't provoke" So we read on further.
this passage is regarding spells,
Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. Unless otherwise noted, ranged touch attacks cannot be held until a later turn (see FAQ below for more information.)
ok, so after reading this we were wondering if you use a SU power that is fire spit that required a ranged touch attack, would the ranged touch attact part provoke? so if you use the SU power to load up the spit, that part does not, but the action of fireing the spit does, right?
I know it's long winded but would love any help or rule that might apply.