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I also have a level 8 cartomancer. My thoughts:
All my feats have been Extra Hex as hexes are fun and I want as many options as possible. I agree with the guides that say hexes are better than almost all feats, though I do plan to take Accursed Hex at level 9.
I throw cards to heal party members while still cackling or to throw touch spells at targets that are not basing party members. Occasionally that means I ask a party member to take a 5 foot step so I can throw a card. The Point Blank Shot and Precise Shot feats are great if throwing cards is your primary offense (Magus build), but as a witch, throwing cards is a change-up ability I do occasionally.
At level 8, my witch has the following hexes: Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Scar, Slumber, and Soothsayer.
Scar allows me to Fortune/Cackle and Heal party members up to a mile away. Great for avoiding movement in combat as well as chase scenes or when the party rogue wants some help in his moonlighting activities.
Soothsayer is a great hex. Normally when I Evil Eye an opponent for -4 to saves the hex ends at the beginning of my turn before I can hit the opponent with a spell or Misfortune. With Soothsayer, the hex starts on the turn the target first makes a save so it's still in affect when it comes to my turn. As a bonus, it also allows me to put Fortune Hexes on customers of my shop or just walk through my town throwing out Fortune Hexes at random.
If your DM allows you to retrain, plan on getting a Cackling Hag’s Blouse as soon as possible and retraining the Cackle hex to something else.