Radi Hamdi

Iannos's page

27 posts. Alias of Coleridge12.




Pathfinder Rulebook Subscriber

Many witch hexes are worded in ways I find confusing, or have ambiguities I'd like help clearing up.

Combat Hypnosis:
Combat Hypnosis states that it works as hypnotism. Does this include the 2d4 HD limit? If so, is this an instance of planned obsolescence for the hex? Having two points of failure, such as targeted a 3HD creature and failing by virtue of a poor 2d4 roll or by that creature succeeding on a saving throw, as well as obsolescence once you start meeting 9 HD creatures seems strange amongst other hexes that usually remain valuable and can't be easily swapped out.

Scar Hex:
Scar hex states that a witch can use her hexes on a scarred target from up to 1 mile away. How does this interact with hexes such as Seduction, which states that the target must be able to see the witch, or Waxen Image[/ur] which states the witch must see the target?

Withering Hex:
[Url=https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/major-hexes/withering-su/]Withering Hex ages the target and buffs the witch, then says that "these effects" last for some number of hours. By "these effects," is it referring to the aging and the buffs, or just the buffs? Is it intended that the target can never be affected by the hex again, unlike the usual 1/day limit other hexes have?

On a minor note, I notice that many witch archetypes replace the 2nd, 6th, and 8th-level hexes. What's the design behind replacing hexes at these specific levels?


Pathfinder Rulebook Subscriber

Previously, I posted a homebrew prestige class designed primarily for witches, called the Witchlord. The Witchlord is designed to deliver on the fantasy of communal magic, allowing the Witchlord to get more out of establishing a coven than most witches.

However, that version of the Witchlord had some problems. It's reliance upon the Leadership feat made it easy to break, while also making it a pain in the ass due to the need to lug around members of your coven. Further, it seemed mostly an NPC class; PCs wouldn't be able to reliably make use of the benefits the class provides enough to justify taking levels in it.

This new version of the Witchlord seeks to fix those problems while still delivering on a coven-leader, "Witch Queen" fantasy. Version 3.0 can be found here.

In transitioning from witch to Witchlord, a character gives up the following:

* 1 caster level
* Familiar progression

In exchange, the Witchlord gains the following:

Witchery

The Witchlord gains access to a slew of hexes, Major Hexes, and Grand Hexes otherwise unavailable to Shaman or Witches. like the Winter Witch prestige class, the Witchlord levels do stack with Witch levels for the purposes of determining hex effects and DCs. Whenever the Witchlord may select a hex, even after she stops leveling in the class (e.g. gains a hex through witch levels or Extra Hex), she can select a Witchlord hex.

Coven Initiate/Elder/Lordship

As the Witchlord levels, she gains the ability to temporarily bestow her allies with the Coven hex. This allows them to pump up her caster level and also to take part in Coven Casting. Additionally, with each tier of this ability, the Witchlord gains a bonus.

Coven Initiate lets the Witchlord know the Status (as per the spell) of each Coven hex user within 50 feet per level. She can use the Coven hex, and gain the benefits of others' use of the Coven hex, at an additional range of 5 feet.

Coven Elder lets the Witchlord see through the eyes and ears of each Coven hex user within range, as per the spell Witness. The Coven hex use/benefit range increases by another 5 feet.

Coven Lordship lets the Witchlord establish a Telepathic Bond (as per the spell) with each Coven hex user in range. The Coven hex use/benefit range increases by another 5 feet (max range: 25 feet).

Coven Casting/Improved CC/Greater CC

Starting at 3rd level and every level thereafter, the Witchlord can select a number of spells from the Sorc/Wiz, Cleric/Oracle, and Druid spell lists (there are limiting factors; it's not totally free choice) to learn as unique Spell-Like Abilities. These Spell-Like Abilities can only be used by the Witchlord and two other Coven hex users collectively taking a full-round action.

The Witchlord gains an Arcane Ritual pool of points, which is the daily limiting factor on uses of Coven-Casting.

At later levels, the Witchlord can add specific metamagic effects to her Coven Casting SLAs.

Warding Whispers

The witch's dodge AC increases for each nearby ally with the coven hex, up to a cap.

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The Witchlord's ability to bestow the Coven hex temporarily upon her allies makes it easy for her to work with a standard party instead of lugging around followers. The versatility of Coven Casting helps the Witchlord to reach new heights of magic beyond the Witch spell list, and her hexes permit the Witchlord a benefit to the class even if they're not able to prepare their coven in time.

Please review the class in the linked doc and let me know your thoughts. I look forward to them.


Pathfinder Rulebook Subscriber

TL;DR: I like witches, but have some problems with them. I wanted to try and design a prestige class to fill a niche that I think is unoccupied. This is a link to the class; I want opinions on how to revise it to make it better.

Hello all,

I'm still within my first year of playing Pathfinder and I find that I learn systems better when trying to make things within them. I'm in two campaigns, but my longest character between them is also my first: a witch, who wants to establish a coven and later become the leader of this powerful force.

Though I like the witch class, I have a few problems with it.
Foremost among them is that many of the witch's unique options (Hexes and Archetypes) are either (A) seemingly designed for NPCs or (B) shoe-horn the witch into evil. While some helpful hexes exist (Healing hex, Ward, Fortune etc.), many of the other unique options available to witches are underwhelming, like the Nails, Cursed Wound, and Charm hexes. Or, very obviously more evil than not: Evil Eye, Misfortune, Poison Steep hexes, for example. While many hexes can be flavored to be less apparently evil, I'd like to see some more options for the witch. I feel as though most witches will wind up taking the same main hexes (e.g. Evil Eye, Slumber, Flight, Prehensile Hair) for lack of more diverse options. As debuff-specialized class, I understand how it's easy to have the witch's strongest options lean more towards evil. But still.

The witch archetypes face similar problems to the hexes. The White-Haired Witch archetype, while great for multiclassing into something else, doesn't seem to give a straight WHW much to keep pace with other members of the group. The Bouda, Dark Sister, Gravewalker, and Veneficus witch are all pretty evil in theme. The Hedge Witch can certainly move away from that, but the rest of the archetypes have - for all of my reading around - not much in the way of appealing strengths with the exception of niche cases (Sea Witch) or additional "dark" themed archetypes like the pre-errata Scarred Witch Doctor.

I have some problems with the witch spell list as well, largely in that they seem to be lacking many of the spells that can easily be associated with witches. Why wouldn't a witch gain access to Mage Hand and Prestidigitation, apparent staples of arcane cantrips? Or Silent Image? It helps me to view the witch as the "rogues" of arcane casters, favoring subtlety over brute force of magic, but the ability to cast illusions is strongly associated with witch lore and that a patron is necessary to achieve that sits poorly with me.

Further, I would like to see more witch-focused Prestige Classes beyond the Winter Witch. I think there is a lot of fertile ground in a range of further archetypes and Prestige Classes aimed towards the witch, and towards that end I have tried to draft one:

The Witchlord

The Witchlord was shamelessly made with my character's goal in mind. With it, I wanted to focus on a few things:

- The Coven hex
- The Leadership feat
- Introducing a range of hexes that supplement and provide alternatives to existing hexes
- Try to fill the "Witch Queen" design space. The Witchlord Prestige Class should be a boon to witch (or classes/archetypes that grant the Hex class feature) who wants to establish herself as the leader of a magical organization and do her work both herself and through envoys of her authority.

See the Witchlord prestige class here.

The Witchlord's four main class features are as follows:

Coven Casting

A lesser version of the coven casting ability available to hags.

Coven casting allows a Witchlord, at every odd level, to add two spells she knows with cast times equal to 1 round or less to a list of Spell-Like Abilities that she and two other members of her coven can spend a full-round action to cast. The selected spells can be of a spell level no higher than the highest spell level she is able to cast - 2.

The initial version of this class allowed the witchlord, at max level, to be the hag in her own coven and open up the same coven casting ability as hags have to her coven members. I thought that might be too strong, and so toned it down into this. A Witchlord 7 will have 14 Spell-Like Abilities she can only use with her followers. This is necessarily limiting - not everyone goes around with two subordinates - but does provide the witchlord with a unique repository effects to fall back on in times of need.

Witchery

Though witchlord's gain hexes at pre-determined levels, witchlord levels stack levels of a class that grants the Hex feature (Witch, Hexcrafter Magus, Shaman) for determining all other effects of hexes, like DCs, durations, etc. Additionally, the witchlord can select from a list of new hexes whenever she gains a hex.

These new hexes are intended to permit some remote work on behalf of the witchlord (Envoy, Enter Image, Hex Bag), to supplement hexes the Witchlord has by enabling more flexible use (Imbue Hex to allow an ally to use flight or Disguise hexes; Hex Bag to use the Waxen Image hex at long-range, combined with scrying or a similar spell), or to simply increase the witchlord's immediate power in a given situation (Circle Magic hex's CL bonus, Icon of the Witch's preparation advantage). Others have been created simply as a method of conveying the class's theme (Witch's Decree and Compelling Words' sense of authority and control) or because I saw the Vin Diesel's The Last Witch Hunter and it was exactly the kind of movie I expected it to be (the source of the Eternal Reign grand hex).

Witch's Whispers

A witchlord should have a good connection with her subjects. Witch's Whispers is an attempt to make that connection apparent. It benefits the witchlord who sends her envoys across the nation to do her bidding by informing her of their welfare, and also permits a witchlord who travels with her companions to benefit from more strategy by increasing the distance at which her companions can supplement her magical might.

Coven Lordship

I wanted a witchlord to be able to benefit from an increased range of hexes to select. Given that the class is a 7-level dip, and is first available at level 7, it's unlikely that many witchlords will access the witchlord grand hexes.

Coven Lordship was designed with this in mind. A witchlord who stops leveling in the class just doesn't stop leading a coven; she should be able to grow in power as she leads her organization. Coven Lordship's position as a capstone ability does require the witchlord to commit to the Prestige Class to gain its benefits, but doesn't leave the witchlord high and dry for wanting to pursue a career path for herself before level 11.

I'm looking for thoughts on the Prestige Class. Ideas for hexes or features, nerfs/buffs to the same, design thoughts, etc. Though this is version 2.0, this is still very much a rough draft by an unlearned player.


Pathfinder Rulebook Subscriber

I am relatively new to Pathfinder, and still playing my first ever character: a vanilla witch. I have no intentions of turning him towards the Dark Sister archetype, but I do find it very interesting.

I know that a lot of witch spells and hexes are either intentional poor choices (Nails), paltry versions of meaningful effects (Charm hex), or so situational that they seem intended to only be used by NPCs (Child-Scent). Still, some of these appeal to me through by their strong flavor.

What is the consensus, if any on the Dark Sister archetype? Is it similarly meant-for-NPCs-only, or is it something a PC could reasonably make work?

Dark Sister: Click Here