Advanced Options: Witches' Hexes (PFRPG) PDF

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Witches in fantasy fiction have a long tradition of amazing and often frightening powers that they can use to aid friends, annoy pests, or outright destroy foes. From the magic feasts of Circe in the Odyssey and the dragon-form of the wicked queen in Sleeping Beauty to the flying monkeys of the Wicked Witch of the West, witches in fantasy fiction have a broad range of allies and abilities from which modern gaming can draw. Until recently, the concept of such extra abilities that sit well outside the realm of a sorcerer’s heritage or a wizard’s spellbooks had been left to the realm of the occasional feat or prestige class by the Pathfinder Roleplaying Game.

With the introduction of the witch class in the Advanced Player’s Guide (APG), the spellcaster who has an entirely separate pool of power from which to draw has become a fully integrated and balanced part of the game mechanics. Unfortunately, due to space restrictions, only 14 hexes are presented in the APG, with even fewer choices for major and grand hexes for high-level witches. With only a handful of options, one sees witches falling into predictable patterns—the available hexes serve only a limited number of character concepts. This becomes particularly evident given that one of Pathfinder’s greatest strengths is its broad range of character customization. If the witch is to stand on even footing with the other core classes, it needs the advantage of a broader range of hexes for characters.

To help in that regard, Advanced Options: Witches’ Hexes presents 29 new hexes, major hexes, and grand hexes for witches to use to expand their options. That more than doubles the total number of hexes witches can use, which also creates a much broader range of possible witch character types. Witches gain new options in offense, defense, aid, and utility, allowing a player to focus a witch entirely in one style of hex, or make each choice a new and totally different element of a versatile character. To round things off, a few new hex-specific feats are added at the end, to help witches bring even greater focus on their class’s unique set of powers.

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4.00/5 (based on 4 ratings)

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Rather dissapointing

2/5

At 7 pages, i was expecting a lot of good stuff. I was rather dissapointed.

It seems that many of the hexes fell into the trap of "cool idea, lackluster rules for actual gameplay" trap (much like cursing crops to die, that's not very useful for an adventurer...).

For example one hex basically duplicates the rage spell, except that it only scales in terms of duration and only affects one target once per 24 hours, and it has a touch range limitation. This really is not worth taking when you can simply throw enlarge persons around. The rage spell itself is pretty lackluster, and that affects multiple targets at range.

Another hex duplicates the darkness spell, but only to the point of dim lightning. The entire point of the darkness spell is to plunge an area into darkness so that you (presumably with darkvision) has an advantage over the opponent who would be effectively blind. Dim lighting only gives you a 20% miss chance, and thats not worth a hex slot when a level 1 spell does that (obscuring mist).

Many of the hexes here fail to scale, which renders them rather underpowered at higher levels. Another hex duplicates the effect of the sanctuary spell...which happens to be a level 1 spell. It does not scale in any way.

There are many hexes that duplicate the effects of combat maneveurs, but they are not very impressive because combat maneveurs themselves tend to not be impressive. For example, attempting to disarm or sunder a monster that doesn't wield a weapon is going to do nothing, and monsters like that are extremly common. Even the trip hex fails to work on a large variety of enemies, either because their CMD is far too high or because the target cannot be tripped. It also forces a feat tax on the witch as she now needs to take a feat to give the CMB a decent chance to work.

There are also several hexes which are inferior to existing paizo hexes. For example, why get a bonus to climb when you can feather fall, levitate or fly? There is also a major hex that duplicates the effects of the evil eye hex, except that well, it's a major hex instead of a normal one.

And a grand hex which is a finger of death, except that you have to kiss a helpless or willing target, is pretty silly in practice. Just picture a witch trying to seduce a hideous monster in a dungeon to kiss it to death.

That aside, there are a number of very useful hexes here. Balm is fantastic for patching up the party in between encounters and beautific smile is a decent buff. But they are a very small portion of what is a relatively large PDF.

There are also some nice feats, but they are potentially overpowered. One feat, Hex Focus, essentially duplicates Ability Focus (which does work with hexes, as they are supernatural abilities). Hex expertise is mostly a gimped version of Accursed Hex, as 1/24 hour hexes are often meant for enemies. Quicken hex combined with enlarge hex is a DM's worst nightmare...throwing out a quickened 60 ft misfortune followed by a 60 ft slumber on the BBEG who thought he was safely out of hex range. Expect your DM to react badly to this.

This would be more worth it at the $1 level IMHO.


Excellent Hexes for Witches

5/5

This pdf is 7 pages long, 2/3 of a page front cover, 1 page editorial & SRD, leaving 5 1/3 pages fort he new hexes.

The pdf begins with a discussion on versatility and an elaboration on the Hex-concept before plunging us into 29 new hexes.

Among the regular hexes, we have a balm that grants fast healing, incite rage or boost morale via her beautiful smile. While these are cool, there are some that stood out, at least to me: Familiar Growth lets a familiar grow temporarily to animal companion size, another Hex enables her to get Cat’s Eyes and a third one lets her grapple via unseen forces, e.g. entangling foes in rope etc. or even attack with her hair or drive enemies back with a terrible wail.

Among the major hexes, I enjoyed a kiss that modifies the memory of its victims or even bind her hexes into runes that are activated via reading them much like explosive runes.
The Grand Hexes, among of which we’ll find Kiss of Death, supernatural Allure etc.

The pdf closes with 4 new feats to enlarge and quicken hexes, add +2 to the DC of hexes or affect the same target twice in 24 hours.

Conclusion:
Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to the 3-column-standard, art is ok and the pdf has no bookmarks. Witches are an interesting class, as they are primary arcane casters and have to contend with wizards and sorcerers. Hexes as signature abilities serve to enforce a witch’s unique flair and subsequently, I consider any expansion to this aspect nice. However, the utmost care has to be exercised to emphasize the unique quality of hexes without watering them down. This is where this pdf comes in: Several very iconic qualities that made me grin with diabolical glee are introduced and smart actions on part of the players are encouraged via the hexes that depend e.g. on Kisses. Abilities that can be considered are “witchy” abound and none of the hexes felt like it was boring or useless. Subsequently, due to a lack of glitches and problems and due to the low price, I’ll settle for a final verdict of 5 stars.

Endzeitgeist out.


Versatility for the witch

5/5

This really gives lot more range for the witch and, although I am still underwhelmed by major hexes, the regular hex variables really make it difficult to play the same witch twice.
It's huge for making NPCs too.


New Hexes and feats for the witch class.

4/5

Advanced Options: Witches' Hexes by Super Genius Games

This product is 7 pages long. It starts with a cover and intro. (1 pages)

Next it jumps right into the new hexes. (2 ½ pages)
Asylum – Similar to Sanctuary spell
Balm – Target gains fast healing for x number of rounds.
Beatific Smile – Gain boost a single ability, attack, damage, save, or skill of a ally by 1, goes up at 8th and 16th.
Blood Boil – Causes a rage effect in target.
Bungle – Makes a CMB to disarm at a range.
Catseye – Gives target lowlight vision.
Entropy – Makes a CMB to make a ranged sunder attack against a object.
Familiar Growth – Makes her familiar grow in size, familiar uses druid animal companion stats while in this state.
Gremlin – Makes a CMB to make a ranged grapple attempt.
Hobble – Makes a CMB to trip the target at a range.
Medusa Locks – Hair becomes a natural melee attack that can stab or grapple foes. Love the idea of this hex but since hair is not that long and it makes no mention of it growing makes it limited. I would have liked this to allow the hair to stretch and function like a whip accept doing this hex's dmg. Like the white haired witch in Forbidden Kingdom. Great idea but I don't think it went far enough.
Scuttle – Bonus to climb skill, becomes class skill and can climb faster.
Shadows – Functions like darkness or deeper darkness at higher level. Except can not grow dimmer than dim light and magic light has no effect on it.
Wail – Makes CMB to use force to bullrush a target at a range.
Whispers – Grants ally a varied bonus to skill check, time it lasts depends on which skill it is.
Will-O-Wisp – Acts like the Will-O-Wisp of the dancing light spell but with different duration and bonus to perception, to the witch and her allies.

Major Hexes (1 page)
Ally – Functions similar to lesser planer ally spell. Higher level like planer ally.
Cornucopia – Functions similar to good berry spell, at higher level like hero's feast.
Doom Gaze – More or less a stronger version of Evil Eye.
Infestation – Works like summon swarm but lasts as long as the witch concentrates one it. Gains bonuses at higher levels.
Kiss of Oblivion – Functions like Modify Memory spell. Target must be helpless or willing. I do wish that if target was grappled they would have allowed a touch attack to us. Or at least added in pinned condition.
Mock – Causes target to become staggered on failed save.
Restoration – can function like lesser restoration, neutralize poison, or remove disease. At higher level can also function like heal.
Rune Hex – Functions like explosive runes except with one of the witches hexes.

Grand Hexes (1 page)
Allure – Functions like sympathy spell, with the witch as the desired target.
Kiss of Death – Functions like finger of death spell. I feel the same about this one as I did Kiss of Oblivion.
Retainers – Functions similar to Leadership feat, but no cohort but gets special retainers in it's place.
Shapeshift – Functions like shapechange spell, with different duration.
Wish Giver – Works similar to limited wish, can only be granted to others.

Witch Feats (½ page)
Enlarge Hex – Can double the range of X number of hexes a day.
Hex Expertise – Choose one hex, that hex can effect targets more than once a day.
Hex Focus – Choose one hex, increases save DC.
Quicken Hex – Once per day can use a hex as a swift action.

It closes with a OGL. (1 page)

Closing Thoughts. The artwork other than the cover I have all seen before and it ranges from meh to good. I did notice one error with Doom Gaze and was told it would be fixed asap. The feats are pretty good and well written. The Hexes I felt where a bit below what I have come to expect from SGG. Some where good but I felt needed a bit more, both kiss hexes and Medusa Locks. A few I was meh about pretty much all the ones that use a CMB, the reason is that even though the witch uses int instead of str, with their low BaB I don't seem them being very effective more often than not. I think they should have used witch levels instead of BaB as well as switching Int for str. Or better make them curses where each round they suffer from the effect with out the witch focuses on them for x number of rounds.

The rest of the hexes I liked, though a couple of the major and grand I am not sure couldn't have been lower hex types. So whats my rating? Well this one is tough, maybe cause I am a big fan of the new witch class is coloring my view. But what I like in this book I really like, which makes the bad really stand out. With a little work I think it would have been a great book. In the end I settled on a 4 star. Mostly cause what is good is very good.


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Scarab Sages

SGG's new product is live! exand your catalog of horrible hexes!

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Nice additions. Expanding the Witch into some fairly archetypal roles. I think my witch player is going to have fun with this.

One question, how do the various magical combat maneuvres work with multi-class characters? I presume it's similar to the Monk's special ability and it becomes Witch Level + other BAB +Int, but I'd just like to check to be sure. I also see 4 homebrew hexes coming up to add the new Combat Manoeuvres from the APG into the mix.

Good work on it. I look forward to this series continuing to expand the new classes' options. Looking forward to alchemist discoveries for more insanity of my resident alchemist *(he doesn't need much help but every little counts).

Dark Archive

Fine fine make my bank account cry. Picking this up, nice that it is on sale as well.

Scarab Sages

Paul Watson wrote:
One question, how do the various magical combat maneuvres work with multi-class characters? I presume it's similar to the Monk's special ability and it becomes Witch Level + other BAB +Int, but I'd just like to check to be sure. I also see 4 homebrew hexes coming up to add the new Combat Manoeuvres from the APG into the mix.

that's a great question. I hav an answer for that question. That answer is sitting in my playtest notes in Oklahoma, and I'm currently in Washington. For the life of me, I can't remember which side I came down on. I'll get back to you on that question.

Paul Watson wrote:
Good work on it. I look forward to this series continuing to expand the new classes' options. Looking forward to alchemist discoveries for more insanity of my resident alchemist *(he doesn't need much help but every little counts).

Thanks! I'm very pleased with the line. and yes, alchemists are on the list for people to get the AO treatment. If you haven't already, you also might want to look at Krazy Kragnar's Surplus Alchemy Shop which has some new alchemical materials (though not secifically things designed just for the alchmist class).

Scarab Sages

Dark_Mistress wrote:
Fine fine make my bank account cry. Picking this up, nice that it is on sale as well.

Don't forget you can make your bank account smile any one time this month by updating your post in the "52 for 52" thread, and asking for a SGG product free!

Dark Archive

I know I can, but I already bought it and yes I was aware of the offer when i bought it. :)

Dark Archive

Question. Did you mean for the effect of Doom Gaze to jump from a -2 to a -8 at 16th level? I only ask cause thats a big jump.

Scarab Sages

Dark_Mistress wrote:
Question. Did you mean for the effect of Doom Gaze to jump from a -2 to a -8 at 16th level? I only ask cause thats a big jump.

Yep there's a mistake there... but it's not the -8.

The doom gaze hex should apply a -4 penalty qhwn you first take it, and then -8 at 16th level. I'll see about getting the PDF fixed.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Owen K. C. Stephens wrote:
Dark_Mistress wrote:
Question. Did you mean for the effect of Doom Gaze to jump from a -2 to a -8 at 16th level? I only ask cause thats a big jump.

Yep there's a mistake there... but it's not the -8.

The doom gaze hex should apply a -4 penalty qhwn you first take it, and then -8 at 16th level. I'll see about getting the PDF fixed.

Is it meant to stack with Evil Eye?

Dark Archive

Owen K. C. Stephens wrote:
Dark_Mistress wrote:
Question. Did you mean for the effect of Doom Gaze to jump from a -2 to a -8 at 16th level? I only ask cause thats a big jump.

Yep there's a mistake there... but it's not the -8.

The doom gaze hex should apply a -4 penalty qhwn you first take it, and then -8 at 16th level. I'll see about getting the PDF fixed.

Ok thats kinda what I thought considering it was a major hex, but wasn't sure so thought I would ask. I have read it so hopefully will have time to type of the review in the next couple of days.

PS I didn't ask for a free item in the other thread on purpose. I already buy the vast majority of your stuff. I felt it would be better served if someone who doesn't yet buy your stuff or not much. With hopes they like it and buy more.

RPG Superstar 2009 Top 32

Dark_Mistress wrote:
Fine fine make my bank account cry. Picking this up, nice that it is on sale as well.

So, will you be doing a review?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hi Owen,

I just wanted to say I've picked up (several now) of SGG Pathfinder PDF's and I like what I see. (In fact I started with the Godling and Krazy Kragnar's) but I soon added Witches Hexes, Oracle's Curses, lots of the "magic" series (air, crystal, dream, earth, ice, and the light & lore and war & ruin PDFs).

If I'd been on the ball earlier I would have done my bit and asked for a freebie... but your AWESOME sale really can't be beat, and I was more than happy to spend a little money and grab some of your awesome work.

PS: I also have picked up a couple of the One-Night Stands (plan on inserting them into my twice-a-month Kingmaker game when the time (i.e. level) is right. *Warren of the Death Spider* and *Caves of the Frost Giant Slavers*

So, my hat is off to you geniuses! You help make a great game even better!

Dean

Dark Archive

Lord Fyre wrote:
Dark_Mistress wrote:
Fine fine make my bank account cry. Picking this up, nice that it is on sale as well.
So, will you be doing a review?

Will I.. will I be doing a review? Will the sun rise tomorrow? Pfft I feel vaguely insulted. :)

RPG Superstar 2009 Top 32

Dark_Mistress wrote:
Lord Fyre wrote:
Dark_Mistress wrote:
Fine fine make my bank account cry. Picking this up, nice that it is on sale as well.
So, will you be doing a review?
Will I.. will I be doing a review? Will the sun rise tomorrow? Pfft I feel vaguely insulted. :)

Remember, for the Ancient Aztecs and the Pharonic Egyptions, the rising of the Sun was a significant accomplishment. Not something to take for granted.

Likewise, I realize that writing a review does take a chunk of your personal time and effort. Also, not something to take for granted.

Dark Archive

Small ones like this arn't bad, in the 10-15 page range. I would say i put in a total of 4 hours give or take. From reading it, making notes. Then doing a first draft, fact check and then final draft of my review.

Now some of the big books like the recent Forgotten Foes by Tricky Owlbear, now that took some time.

Scarab Sages

Dark_Mistress wrote:
Small ones like this arn't bad, in the 10-15 page range. I would say i put in a total of 4 hours give or take. From reading it, making notes. Then doing a first draft, fact check and then final draft of my review.

For the record, we appreciate that you take the time to do that for our products.

Heck, as a fan I appreciate it when you review other folks' stuff, so I can decide if I'm going to buy it or not.


One thing I would love to see eventually is Patron-specific hexes. The entity who grants fireball to the spell list isn't likely to give the same powers as the entity who adds illusion spells.

That said, already purchased and my next feat is the one that gives the temp boost to my fox familiar. Now if I get pressed while the party melee characters are otherwise engaged I'll have a very effective panic button.

I'm also looking forward to the higher levels when my character can take the hex to rewrite memories with a kiss. Always good to be able to corrupt people to your side while leaving them alive.

Dark Archive

Jason Ellis 350 wrote:

One thing I would love to see eventually is Patron-specific hexes. The entity who grants fireball to the spell list isn't likely to give the same powers as the entity who adds illusion spells.

That said, already purchased and my next feat is the one that gives the temp boost to my fox familiar. Now if I get pressed while the party melee characters are otherwise engaged I'll have a very effective panic button.

I'm also looking forward to the higher levels when my character can take the hex to rewrite memories with a kiss. Always good to be able to corrupt people to your side while leaving them alive.

That would be cool, of course I would like to see more patrons as well. Perhaps that would be a good product. Witch Patrons, adding new ones and each one has a hex or two option. Add in the hexes for the previous ones as well. Hmmm...

Also I do think the Kiss hex's should have been allowed on a successful grapple.


Pathfinder Adventure, Adventure Path Subscriber

I just wanted to mention that - given I actually asked for this product - I have bought it. Thanks Owen, for everything you do and how you do it.

Scarab Sages

Jason Ellis 350 wrote:
I'm also looking forward to the higher levels when my character can take the hex to rewrite memories with a kiss. Always good to be able to corrupt people to your side while leaving them alive.

I suspect that's going to be pretty popular with the "subtle witch" crowd. I've also gotten a surprsing number of requests for more kiss hexes.

Dark_Mistress wrote:
That would be cool, of course I would like to see more patrons as well. Perhaps that would be a good product. Witch Patrons, adding new ones and each one has a hex or two option. Add in the hexes for the previous ones as well. Hmmm...

That is an interesting idea...

Dark_Mistress wrote:
Also I do think the Kiss hex's should have been allowed on a successful grapple.

People can squirm a lot. On a pin, sure, but just a grapple, I dunno.

Anguish wrote:
I just wanted to mention that - given I actually asked for this product - I have bought it. Thanks Owen, for everything you do and how you do it.

You are most welcome. It's a great idea, and I had a blast writing it.

Dark Archive

Or maybe on a grapple they can make a touch based attack to kiss the person they are grappling.

But even adding in Pinned condition would help. Right now it is helpless or willing only. As it stands now I just think the hex's would be hard to pull off, on unwilling targets. But I guess that might have been the intent.

Scarab Sages

Dark_Mistress wrote:
But even adding in Pinned condition would help. Right now it is helpless or willing only. As it stands now I just think the hex's would be hard to pull off, on unwilling targets. But I guess that might have been the intent.

Part of the idea is to get clever with it. For example, a witch may need to charm a target, or make a diplomacy or bluff check to get a kiss in. The "How about a kiss before I get arrested?" scene that turns out badly for the attackers was the origin of this power, and in playtest I've had people get pretty creative on how to make someone willing to kiss the witch.

I frequently find that really creative play comes from limitations. If you give a player an abilitiy that only works when NPCs are willing to kiss a PC, the players find a way. But adding the pin option certainly makes sense as well.

Dark Archive

Oh yes you can use magic to set it up. I just am not really in favor of having to use magic or other hard means to set up something like a Hex. Which is a core key ability for witch's. I just think it makes it not stack up well to many of the other hex's because of it. Especially since one of them was a major or greater hex. Forget off the top of my head which it was.

Shadow Lodge

I'd use trickery more than magic. Well, depending on the witch's appearance/charisma score, alter self or similar magic might be necessary (if playing an old-crone type witch) or it might not (if playing a young, hot witch).

Then again, I'm talking out of my tentacles, since I haven't seen this product yet. Owen, when can we cash in on the free 52% offer?


You could allow it to work with the spell beguiling gift.

Scarab Sages

Kthulhu wrote:
Then again, I'm talking out of my tentacles, since I haven't seen this product yet. Owen, when can we cash in on the free 52% offer?

Anyone who hasn't already posted in the thread and emailed me can do so now. Everyone who has (and I beleive you have) should have gotten a confirmation email. We haven't sent out the PDFs yet, but that will happen before the end of November, as promised in the original thread.

There's a way I'l like to send out the free PDFs, and then a half-dozen ways I can do it. I'm going to take one more run at being able to use my default preference before I go it all as grunt work, but they will go out before Dec 1.

Shadow Lodge

I'm fairly certain that I sent the email, but I never received a confirmation email from you, and nothing is showing up in my spam folder either.


Pathfinder Adventure, Adventure Path Subscriber
Kthulhu wrote:

I'd use trickery more than magic. Well, depending on the witch's appearance/charisma score, alter self or similar magic might be necessary (if playing an old-crone type witch) or it might not (if playing a young, hot witch).

Then again, I'm talking out of my tentacles, since I haven't seen this product yet.

I haven't got to the kiss hexes yet myself. But I'm picking up what they must be out through context. I'm thinking the problem if it requires effectively willing creatures is that too many people are going to be suspicious or jaded. Also, players may metagame subconsciously, thinking "succubus".

Thus I think I'll just encourage ample use of Bluff. It's not the same as auto-success, but if the witch can't justify a lip-plant, they don't deserve it.


Owen K. C. Stephens wrote:
...and emailed me can do so now...

I'd love to email you to get Krazy Kragnar's Alchemical Surplus Shop, but I do not know your email and didn't see it when I looked up your account. I checked this posting & didn't notice it, but despite my 11 eyes, I do not have my glasses, so I could easily have failed my perception check...

Dark Archive

Jam412 wrote:
Owen K. C. Stephens wrote:
Dark_Mistress wrote:
Question. Did you mean for the effect of Doom Gaze to jump from a -2 to a -8 at 16th level? I only ask cause thats a big jump.

Yep there's a mistake there... but it's not the -8.

The doom gaze hex should apply a -4 penalty qhwn you first take it, and then -8 at 16th level. I'll see about getting the PDF fixed.

Is it meant to stack with Evil Eye?

It doesn't say one way or the other. So I assume it stacks.

Dark Archive

Reviewed, posted here and at ENworld.


Owen K. C. Stephens wrote:
Dark_Mistress wrote:
Small ones like this arn't bad, in the 10-15 page range. I would say i put in a total of 4 hours give or take. From reading it, making notes. Then doing a first draft, fact check and then final draft of my review.

For the record, we appreciate that you take the time to do that for our products.

Heck, as a fan I appreciate it when you review other folks' stuff, so I can decide if I'm going to buy it or not.

I agree. The succubus gives very good and informative reviews.


Agreed! D_Ms reviews are always informative and help me decide whether to buy something or not.


I did find this to be an awesome edition for my witch. One question I had though was, which of these are cackle-able? The hex expertise also opens the door to make a very capable healer/caster combo.
Thanks!

Scarab Sages

Zakur Opzan wrote:

I did find this to be an awesome edition for my witch. One question I had though was, which of these are cackle-able? The hex expertise also opens the door to make a very capable healer/caster combo.

Thanks!

I'm very glad you liked the book! As for cackle... that's a great question. Cackle is already extremely useful to a good build, and we did consider it when we did the hexe4s, and decided not to have it apply to anything new. That might have been too harsh (in retrospect I'd have it work for blood boil at the least), but caution is very much called for.


I have a new review of this up at Robot Viking. Check it out!

Dark Archive

Dungeon Grrrl wrote:
I have a new review of this up at Robot Viking. Check it out!

Nice review, you should do more reviews like hundreds, it's really not that bad and you develop a nice OCD to boot. Would be nice if you cross posted the reviews up here too, assuming you can. Not sure what deal you might have at RV.


Dark_Mistress wrote:
Reviewed, posted here and at ENworld.

I love reading your reviews, and I like this PDF a lot. Witches are one of my favorite new classes and anything that adds on them is great.

Dark Archive

Eric Hinkle wrote:
Dark_Mistress wrote:
Reviewed, posted here and at ENworld.
I love reading your reviews, and I like this PDF a lot. Witches are one of my favorite new classes and anything that adds on them is great.

Um thanks, glad you find them helpful. *adds another name to the crazy list*


I picked this up after reading about it on Robot Viking, and I have been most impressed. However, one thing I am wondering... how does\should the Familiar Growth ability interact with Improved Familiar? For instance, what would a Pseudodragon familiar become? Or an Imp?

Scarab Sages

Nephelim wrote:
I picked this up after reading about it on Robot Viking, and I have been most impressed. However, one thing I am wondering... how does\should the Familiar Growth ability interact with Improved Familiar? For instance, what would a Pseudodragon familiar become? Or an Imp?

Glad you like it!

That'
s a good question. I'd just pick something that seems appropriate that's one-two CRs higher than the normal options . Otherwise it needs a whole new chart.


we've done an improved familiar/familar growth combo, i think we just took a wyvern and applied young template a few times to make it the right size.

and imp? didnt even think about it! thatd be insane! a halfling sized devil!


Actually, the imp is quite simple. It might have to assume an alternate form for familiar growth, and changes from there.


Pendagast wrote:

we've done an improved familiar/familar growth combo, i think we just took a wyvern and applied young template a few times to make it the right size.

and imp? didnt even think about it! thatd be insane! a halfling sized devil!

I haven't looked, but would adding some kind of "giant-blooded" template have a similar effect, but in the oposite direction? Feral or something? Super-size the existing Familiar rather than micro-size something else.

I don't know if such a template actually exists in PF, but it does make me wonder if that's a viable direction.


Reviewed here and sent to GMS magazine. Might also pop up on DTRPG via GMS and If I can find the space, I'll devote a post on RPGaggression to the best of AO. Cheers!

Dark Archive

Nice review End.


Again, thank you very much, D_M! :)

Scarab Sages

Endzeitgeist wrote:
Reviewed here and sent to GMS magazine. Might also pop up on DTRPG via GMS and If I can find the space, I'll devote a post on RPGaggression to the best of AO. Cheers!

Many thanks for the review, and I'd love to see a best of AO post, if that ends up happening!

Scarab Sages Contributor; Developer, Super Genius Games

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Grey Lensman wrote:
One thing I would love to see eventually is Patron-specific hexes. The entity who grants fireball to the spell list isn't likely to give the same powers as the entity who adds illusion spells.

It has taken me more than TWO YEARS to get to this, but it's in layout right now!

Dark Archive

Owen K. C. Stephens wrote:
Grey Lensman wrote:
One thing I would love to see eventually is Patron-specific hexes. The entity who grants fireball to the spell list isn't likely to give the same powers as the entity who adds illusion spells.
It has taken me more than TWO YEARS to get to this, but it's in layout right now!

Oh sweet I can not wait for this product.

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