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Ka_the_Great's page
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I'm running a low-level, low-magic homebrew game and I am in need of advice on how to tweak a Skald class to being more focused on the fighting and inciting rage in his allies at the cost of casting.
I want to make a Borderlands style bandit leader for my PCs to fight in an upcoming session as part of them having to take on a bandit encampment.
I don't want a spellcaster leader (low magic game and avoiding arcane casting) but rather a big hulking brute that works his men into a frenzy to up the danger and excitement a little.
The listed archetypes on the SRD don't seem to fit this flavour. Any quick fix? Take off the spells and up the BAB? Bonus feat? Rage power?
PCs are rather strong level 2s. Any help and suggestions are most appreciated. Thanks.
Hopping in this post to ask another question about this hex... how often can you use it?
Is it simply 3 + INT Bonus rounds per day, then no more until tomorrow? Or is it unlimited use but only limiting the area you can cover by "resetting" with each use?
Curious to how it plays out because I've got only one more basic hex to choose at level 8 and I've already got Slumber, Misfortune, Fortune, Cackle, Evil Eye, Prehensile Hair, and Cauldron. This one looks like it might be the most fun addition as I love spells/abilities that allow me to shape the battlefield.
Thanks!
Hope it's not bad form to "bump", but I really hope to hear more opinions on these. Thank you.

Temporal Celerity: I wanted an alternative to Improved Initiative that was more powerful as a Time Witch should have a better initiative score than a figher who took the Imp. Initiative feat. Looking over the Time Oracle and Kensai magus I wanted something comparable.
Bad Touch: I love it, too. Witches already risk a lot being within 30 feet of major enemies to deliver hexes. Why not get a bit of a boon for getting a little closer? I wrote it with the Prehensile Hair hex in mind as making touch attacks while adding INT to hit with 10 foot reach is pretty much what the hex was made for.
Perhaps modify it that a near miss will still deliver the spell/hex though without the bonus to the DC? Leaving the witch within 5-10 feet of the opponent, but perhaps okay.
Giver of Gifts: My character takes joy in the little things, and thus having cursed items out in the world ruining lives would bring a smile to her face. Seems evil enough, though I do see your point.
I like the addition to cauldron because Brew Potion needs something more and the current hexes with only a single effect, or brewing two potions in a day just don't cut it for a PC character.
Potions are cool and very witchy, but you lose a lot of flavor if the witch can't make potions of Baleful Polymorph. I think of the poison apple from Snow White... the witch put strong magic into a single use item out of spite for that girl. If it were Pathfinder she'd just walk up and cast the spell.
Really, this is indeed expensive and actually having the person ingest it makes it harder than just casting a spell. Social RP, bluff rolls, or stealth rolls to sneak it into someone's food/drink, etc.
Should the cauldron part be a separate major hex?
Pyrokinesis I'll admit, needs work. There are witches using fire in lots of stories and I felt Pathfinder really could use something of the kind!
I feel too many of the Major Hexes are just another variation of a shut down... and often with will saves, which regular hexes already have covered. If the Hex is to be Major it should be new and special, as if applauding the witch for surviving until level 10.
Throwing out a single fireball a day at level 10 isn't game breaking, but for a witch who was seconds away from dying at the stake? Throwing a fireball at a group of Mitran peasants would feel very good. Then again, I suppose she could just UMD a scroll or wand at that point. Way less flavorful.

I'm looking to improve my witch's flavor by coming up with a few custom hexes to present to my DM.
-= optional background =-
I'm playing a witch with the Time patron in the Way of the Wicked AP. She was wrongfully burned at the stake 60 years ago but saved at the last moment by her patron. Her body was repaired, though changed in the process. Her mind never fully recovered from the event. She trained outside of civilization for a number of years and has been unleashed upon the world in present time. She's an angry, vindictive, calculating b$~~$ who wants a revenge she can never truly have... or can she?
She's level 5 now, beginning book 2 of the adventure.
-= End backstory =-
Contents:
Hex
- Temporal Celerity
Major Hexes
- Bad Touch
- Giver of Gifts
- Pyrokinesis
HEX
Hex - Temporal Celerity (Su) - The Time Witch adds her INT as well as DEX bonus to her initiative rolls.
At 7th level the witch may always act in in surprise rounds. If she failed to notice the ambush, she goes last.
At 11th level the witch may roll twice for initiate and take the better result. At 19th level the witch's initiative roll is automatically a natural 20.
Requirement: Time Patron,
Compare: Time Oracle mystery with same name, Kensai Magus Iaijutsu
Considering making the 2 initiative rolls + natural 20 initiative a second Major Hex. What is fair and balanced?
MAJOR HEXES
Major Hex - Bad Touch(Su) - Hexes and spells with range can instead be channeled through a touch attack (or indeed any form of bodily contact) with +2 bonus to their DC. Hexes and spells with a range of touch do not benefit from this hex.
(I like the added risk/reward of this hex. Makes moving in for the save-or-die/suck all the more fun. Makes good use of Prehensile Hair as well.)
Major Hex - Giver of Gifts (EX) The witch gains the feat Craft Wondrous Items with a +4 insight bonus to Spellcraft checks for making wondrous items. She may also elect to purposely make cursed items; this is an evil act.
On top of this, if the witch has the Cauldron Hex, she may make potions with spells of up to 6th level. Potions with spell levels 4-6 must be made with an intended recipient. An unintended drinker takes no effect from helpful potions, but must make a Fortitude save vs the dc of the spell or be nauseated for 5 minutes by the dark energy of a harmful potion.
(Crafting call be cool when you're making horrible weapons and items for people to use against each other. Somebody has to be making Necklaces of Strangulation on purpose. I believe two feats/hexes is a fair investment, especially as it makes Brew Potion viable later in the game.)
Major Hex - Pyrokinesis (Su) - A powerful witch need not fear the flames of a pyre.
A witch with this hex may create fire at will as per the Spark cantrip.
She gains resist (fire 30) That can be used for a number of minutes equal to her witch level. These need not be consecutive.
She may cast Pyrotechnics as a spell-like ability once per day using her witch level as caster level.
She may unleash a Fireball (as per the spell, using her HEX DC for Reflex save) once per day but doing so uses up 5 minutes of fire resistance.
(I figure if a Major Hex can replicate a 7th level spell like Control Weather once a day, it can replicate a few weaker spells instead.)
-=-=-=
What do you think? Are the power levels appropriate? What should I change? Any help/suggestions are appreciated!

Under special rules for Craft they mention:
Tools & Equipment To make an item using Craft (alchemy), you must have alchemical equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist's lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
Seeing as the archetypal witch uses a cauldron to mix her potions and poisons, would it be fair to say that a cauldron would count as the witch's "lab" and thus provide the +2 circumstance bonus to the check? I know you get a +4 insight bonus already with the hex... so I guess what I'm really asking is; does a witch need to lug around both a portable lab AND a cauldron to get the optimal +6 for her alchemical needs?
-=-=-=-
I am really enjoying playing a witch, but feel that Paizo can and should do more to give the class more flavour text and official hex options.
Cao Phen wrote: DC 10+Spell Level+Spell Ability Modifier. So 10+2+5= DC 17 That's what I've been going with so far. It would make sense that the potency of my character's potions would improve as she becomes more Intelligent and powerful.
Still, I'm hoping for a rule or perhaps an FAQ update. I'm surprised this hasn't been addressed in the books.
I'm playing an evil witch with the Cauldron Hex who enjoys making attack potions and plotting clever ways to make opponents drink them, much in the way a poisoner would.
My question is, if I make a potion of say... Blindness, a level 2 spell on the witch's list, what would be the DC of the fortitude save for the drinker to avoid being permanently blind?
I've looked all over and haven't had any luck.
(btw, She is now level 4, with 21 INT.)
It's a little feat intensive to use spell focus anyhow. I try not to spam the Slumber Hex too much as my DM is always *THIS CLOSE* to nerfing it, and her charisma is only 11... so for roleplay purposes it would be nice for her to be able to get around that road block.
I'm playing Way of the Wicked, so there seems to be a lot of social engineering and need to lie/coerce people. We have people in the party better suited to the task, but that never stopped a b!tch witch from trying.
I've got lots of time to work it out. We're only level 3 at the moment.

Hi, I'm planning my witch build and have a few questions regarding the Spell Hex feat.
Spell Hex
Spell Hex allows a witch to choose any first level spell and make it into a Hex that permits her to use that spell 3 times a day as a SLA using the Hex DC as a saving throw. There are a few stand-out spells for this, but I believe Charm Person is the way to go for my CHA 11 witch to get what she wants from people. (I know there's a Charm hex, but the duration is horrible.)
My question is this; if you are using the spell as a SLA and thus are not waving your hands, speaking or giving any indication that the spell is being cast by you... does the target receive the +5 bonus to their save as per the original spell description of its use in hostile situations? What if you were surrendering at the time?
This would be potent with Spell Focus(Enchantment), Greater Spell Focus(Enchantment), and Spell Specialization (Charm Person)
-=-=-=-
I think even if the target gets a +5 to their save during a fight, this would still be a very powerful option outside of a fight.
Imagine a busy tavern. The hapless target is doing their thing when all of a sudden they feel doubt creep into their mind (Evil Eye! -4 to saves!) A woman nearby laughs at her friend's joke (Cackle!). The doubtful victim turns around and lock eyes with the laughing lady who appears to be the person they've been waiting for all their life (SLA Charm!) All doubt fades and they leave together; the victim is never seen again.
Emmit Svenson wrote: Surrender a lot. Like, at the end of any turn when one of your goody-goody opponents is in melee range of you. Talking’s a free action.
Try something like, “Please don’t kill me, I surrender! They made me do it, made me worship Asmodeus! In the name of God, please, I surrender!”
Then blast the crap out of them when it’s your turn again. Make sure no one survives to tell others about your fake-surrender gambit.
What? You’re evil!
^ Was planning similar tactics actually. Playing a woman really helps with playing on the misguided sympathies of good men. I just really hope my GM doesn't make me do a bluff check every time she bats her eyelashes at an enthusiastic worshiper of Mitra.
"So, Lone Starr, now you see that evil will always triumph, because good is dumb." — Dark Helmet, Spaceballs.
Thanks, everybody. It's been a pleasure watching you argue. My GM sides on the RAW ruling that effects with 1 round duration end just before your next turn.
Will be creative with openers!
rangerjeff wrote: The cheese is when you scar a poor little critter like a turtle and have your companions carry them in their pockets. Then when the split hex goes off it hexes the turtle and the bad guy. ^ This. That or you have scarred "pets" delivered to your enemies houses and just enjoy staying at home, scrying and watching as your hexes make their lives miserable. It's a good retirement plan for a witch, really.
It's just too bad that because it has the potential for this, it's been banned all together from my game. And here I was considering being nice to my party and taking the Fortune Hex... oh well! ;)

Rycaut wrote: A few points.
1. You do know hay cackle doesn't work with slumber hex? Works great with evil eye (or misfortune in the future)
2. I think your DM is missing how Scar works and why you would use it. Against an enemy you would have to first scar that enemy (and they get a will save) only then could you use it to hex (within a mile) or target for spells via the body part you have. And you can only have your INT bonus scars around. A more typical use of scar would be to scar your allies so you can aid them remotely.
3. Many hexes don't have the 30' range limit. (Though the offensive hexes do). The witch is a great class but the once per day vs a given target helps balance things (though evil eye gives you a few shots) and there are feats to modify that.
Don't forget that a witch is a full caster with a familiar. At early levels your familiar is fairly weak but you can do many creative things to leverage your familiar creatively (feats like evolved familiar or eventually improved familiar). See also the new animal archive for some Familar feats and archetypes.
Generally you will want to mobile and leverage your spells as well as help your allies along with attacking. I'd consider hexes like flight in the future.
1 - Yes, I'm aware slumber isn't extended by cackle. But a Standard action sleep spell, even with a 1 round duration, is a great boon at level 1!
2 - His worry arose when another player brought to his attention the possibilities of cheese when using Scar Hex with the Split Hex feat. Being able to evil eye, misfortune, or slumber hex from up to a mile away?
MrSin wrote: Wands, potions, charmed minions, summoned creatures, illusions, the withdraw action, at later levels a mithril light shield with scary looking shield spikes, mundane items and alchemical weapons, standing in the background with a bow or crossbow when your really out of other things to do.
Hopefully your teammates will cover you though, it can get pretty rough if a squishy is attacked at lower levels. Luckily between spells and hexes you should have some way to get away or take them out. Haste is fantastic, but I always went for patrons with defensive spells myself.
Hopefully I'll have a chance to UMD some stuff, not sure about the availability of magical items though. That's up to the GM.
Free Silence, Haste, Teleport, and Time Stop with the time patron. Three Fold Aspect is your +4 headband for a while. As well, the theme led to a really cool backstory.
Thanks.
Hi, I'm just starting to play my first evil witch in a Way of the Wicked campaign. She's a level 1 human with Heart of the Wilderness, Evil Eye, Cackle, and Slumber hexes. Her Patron is "Time" themed.
My GM has informed me that he's out-right banning the Scar Hex, to keep me within 30 feet of my targets to maintain the risk/reward balance to Hexing.
I have some defensive measure in mind, namely an Orc Barbarian and Tiefling Magus hopefully standing in the way of trouble. Also, I will take the Flight hex at level 4. I'm also hoping that when fighting "good" aligned people, they're a bit hesitant to hit a girl :)
But for a squishy full-caster always within 30ft without wizard staples such as shield, mirror image, displacement, or even blur for that matter... what else can I do to keep her alive when her meat shields eventually fail at their job?
Any and all advice is appreciated! Thanks.
She has an INT score of 20, so her DCs are high enough for level one. I see -2 to saves as the optimal opening move, as it helps to ensure that every other hex (and indeed Misfortune at level 2) sticks.
It's just a question as to whether or not she can extend it with a cackle in round 2, should the target be lucky enough to make its save in the first round. -2 to saves doesn't help most of my party members except my witch at this point so it really needs to be a continuous effect.
Of course, if the Evil Eyes begin in round two, the cackle and extension is guaranteed, and then the 5ft step dance can begin.
Dakota_Strider wrote: In our group, if a witch's hex is saved against, Cackling cannot extend it. I am not sure if there is any room for a different interpretation on that.
Also, once you use any Hex on someone, whether it is friend or foe, you cannot use that particular hex on that someone again until 24 hours has passed. Does not matter if the someone fails or saves versus the Hex.
Wow, that's quite some nerfing. Tell me, did the Witch cause problems in your campaign and you made the changes to fix them... or was it that you felt it was too strong before trying it?
I have only played one session as my witch and am really looking forward to being as evil as possible with her (we're playing Way of the Wicked) The hexes and their ability to effectively lead up to permanently blinding foes and other such non-lethal/life-ruining ends to combat. I like the idea that she could build up a reputation by leaving a trail of broken men in her path.
So then, with the risk of not placing a hex that "sticks," perhaps a better opening tactic would be to open with Intimidate to demoralize as a way to start shutting down the enemy?

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Hi, I'm looking for clarification. I'm playing my first Witch, and she's a level 1 human female with Evil Eye, Cackle, and Slumber Hexes (thank you, Extra Hex feats!)
I'm fairly certain of most things pertaining to the class and her abilities, except for this:
In the first round of combat, my witch moves into hex range and attempts an Evil Eye on an enemy, targeting their saves. The enemy makes their Will save and thus the effect is reduced to one round. She cannot cackle because she had to move close enough to perform the Evil Eye.
Will the effect end just before her next turn, and thus require she attempt the Hex again? Or will the -2 to saves still apply until the end of her turn in the second round, allowing her to cackle, and/or throw on another Hex or spell?
I want to make sure I'm doing things fairly because I feel as though my GM has concerns over the witch's ability to turn even a failed save into cycle of shame for her enemies.
Thank you for any/all help.

It is indeed way too vague in description. I guess because it's an overland travel spell that only really becomes good when teleport and other ways of travel are often easy enough to come by.
My group has a talent in overcomplicating things at times.
I think of Phantom Steeds as magical hoverbikes, that only look like horses because that's how transportation would likely come to the mind of a spellcaster of that "era.'
Much like the hoverboards of Back to the Future part 2, I think the weaker caster level just means it doesn't work so well (or indeed at all) over some surfaces, but the upgraded/higher caster level version is a very comfortable way to travel pretty much anywhere. How is a cave more treacherous than a swamp as far as footing?
I really think they're not touching the ground (based on the wording insubstantial hooves make no sound), and I think their vision would be limited solely by the person it was made for as they can only been ridden by that person. A phantom steed is not a creature, just a magical effect that carries you long distances when teleporting isn't an option.
Say I have a ring of Counterspells or comparable protection from a greater dispel magic spell.
Could someone circumvent the blocking by using an area dispel version of greater dispel to not "target" the creature with the protection and dispel a buff affecting a creature?
For - The person affected wasn't targetted and isn't trigged because the spell wasn't cast on the wearer, rather the area they're standing in.
Against - The spell AFFECTS the creature, and thus is cast on them.
What do you think?
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In my campaign, our level 12 party is travelling through deep, underdark tunnels on Phantom Steeds (CL12) Tunnels are described as difficult terrain and dark. Every party member has racial darkvision...
My question is: Will difficult terrain and darkness require the party to move at half speed on Phantom Steeds? Or is terrain not an issue at CL12 and is only player vision relevant?
Our DM argues that the spell doesn't state if the "horse" has darkvision and the spell doesn't state anything about rocky, underdark terrain thus requires the party to move at half speed while traveling.
I'm also curious is the Phantom Steed's insubstantial hooves would be subeject to detection by tremorsense.
Thanks for your help.
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