Mattastrophic wrote:
So, if you're considering a Summoner or an Alchemist or a 20-Str melee PC or the Witch's Slumber Hex or, heck, just about anything from Ultimate Magic that's not a player-trap, please, think of your fellow gamers.
-Matt
Regarding the slumber hex for witches: The slumber hex isn't overpowered. Alot of things aren't overpowered. Some instances they shine, and others they don't. Slumber hex saved my party on several occasions. (My GM at the time thought it was overpowered also) Good crowd control is just that GOOD crowd control. Every round that the witch is using a sleep hex or a misfortune hex, they aren't doing any DPR. Should that person have rolled a TWF they would have likely killed the toadie they were fighting, while the witch used the same round to knock the toadie out, cackle and then wait for the party melee to finish up their enemies and then to take out the sleeping victims. (my witch focused on healing, and every enemy that fell under slumber was less damage that I had to heal)
My old GM said that I had min-maxed on a character, when i picked feats that support what the character can do. Min-maxing was not in the plan at all. I tried to think that if I were that character, I would pick Feats that would support my main goals. If a witch selects extra hex, as a feat, its not min maxing, its picking up more versatility. PC's should be good at what they do. It's what sets them apart from the everyday.