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.)
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What do you think? Are the power levels appropriate? What should I change? Any help/suggestions are appreciated!