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Enchanter Tom |
![Mephit](http://cdn.paizo.com/image/avatar/15AIceMephit.jpg)
The witch’s healing hexes just aren’t that strong. I realize that they aren’t supposed to be powerhouses (especially since they can be used at-will), but the once-per-day target limitation really curtails their usefulness. I feel that they should offer some form of increased power.
Perhaps the minor healing hex could become cure moderate wounds at fifth level, and perhaps the major healing hex could advance to cure critical wounds at fifteenth level?
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![Emkrah](http://cdn.paizo.com/image/avatar/PF21-21.jpg)
The witch’s healing hexes just aren’t that strong. I realize that they aren’t supposed to be powerhouses (especially since they can be used at-will), but the once-per-day target limitation really curtails their usefulness. I feel that they should offer some form of increased power.
Perhaps the minor healing hex could become cure moderate wounds at fifth level, and perhaps the major healing hex could advance to cure critical wounds at fifteenth level?
That depends, in side a group of 5, you can heal 5/day. But if you are in an army style campaign, or are in a very large group it because pretty huge.
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Tyler |
![Human](http://cdn.paizo.com/image/avatar/Paizo_w2_river-queen_final.jpg)
Enchanter Tom wrote:That depends, in side a group of 5, you can heal 5/day. But if you are in an army style campaign, or are in a very large group it because pretty huge.The witch’s healing hexes just aren’t that strong. I realize that they aren’t supposed to be powerhouses (especially since they can be used at-will), but the once-per-day target limitation really curtails their usefulness. I feel that they should offer some form of increased power.
Perhaps the minor healing hex could become cure moderate wounds at fifth level, and perhaps the major healing hex could advance to cure critical wounds at fifteenth level?
Yeah imagine the summoner and eidolon summoner... You can keep the summons around for min/lvl and heal them without wasting resources, too.
I mean, besides that, I agree the healing isn't great, but it's supposed to have utility purpose, not a main function. And it's actually quite good at early levels.
If you take both of the healing hexes, I think you're doing OK. Similar to Bard level of healing, at least. It should also allow you to craft potions/wands, which is actually the main part of healing. In combat, you just need the odd spell to keep you up, and it will do that, too.
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-Anvil- |
![Wil Save](http://cdn.paizo.com/image/avatar/private/WilSave_116.jpg)
The witch’s healing hexes just aren’t that strong. I realize that they aren’t supposed to be powerhouses (especially since they can be used at-will), but the once-per-day target limitation really curtails their usefulness. I feel that they should offer some form of increased power.
Perhaps the minor healing hex could become cure moderate wounds at fifth level, and perhaps the major healing hex could advance to cure critical wounds at fifteenth level?
Yes but they also are one of the few classes that gets CURE Spells on their list. Together it makes for a moderate healer without stepping on the clerics toes.
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![Goblin](http://cdn.paizo.com/image/avatar/Pathfinder1_02a.jpg)
They're dependent on the party, similar to a bard's inspire courage. If you have a small party of 3 characters, they're not as useful, but if you have 5 characters, some with animal companions, familiars, mounts, etc. suddenly the healing hexes are a lot better.
Probably a better comparison is to channel energy, each use of which also can effect the whole party. A 5th level witch cures 1d8+5 with healing hex, for an average of 10.5, which is equivilent to a 3d6 channel energy. After that, the channel starts to win out. Not counting the fact that a cleric will have multiple channels per day (though many of them will be used in combat and not affect all party memebers.) Maybe simply letting a witch's healing hex cure 1d8 + witch level instead of acting as a cure light wounds, where it's capped at 1d8+5. (and a similar change for the major healing version.)
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Sean FitzSimon |
![Owl](http://cdn.paizo.com/image/avatar/owl.jpg)
I am currently considering having the healing hex upgrade to cure mod at 5th or 6th. In addition, I am considering having the major healing hex upgrade to cure critical at 15th or 16th.
Jason Bulmahn
Lead Designer
Paizo Publishing
I'm really happy about this. I love the healing hexes, but I agree that it's rough that they don't scale at all. Cure Moderate will be useful all the way to 20 as out-of-combat healing. I mean, it'll take the edge off with roughly 19 HP healed, and that's much better than the 9.5 cure light did.
Once per person is an excellent limitation. It could have the witch serving in military campaigns, as a city doctor, or village healer. I freakin' love the roleplaying aspects of this.
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![Allustan](http://cdn.paizo.com/image/avatar/Allustan.jpg)
i like one hex that kind of scales up at 5th, 10th, 15th
for cure mod, cure serious, cure critical, and a major hex that becomes useful in combat a number of times per day equal to the witch's intelligence modifier with mass cure light, then mass cure moderate.
just an idea. at the higher levels a cleric will be whipping out Heal, not cure mod, so its not as powerful as a cleric. but it also gives them more in-combat use, in exchange for a major hex.
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![Humonculus](http://cdn.paizo.com/image/avatar/homonculos.jpg)
I am currently considering having the healing hex upgrade to cure mod at 5th or 6th. In addition, I am considering having the major healing hex upgrade to cure critical at 15th or 16th.
Jason Bulmahn
Lead Designer
Paizo Publishing
I recommend against making the healing hexes based off of the cure spells. In my experience cure spells are excellent combat healing but as downtime healing, or utility healing, they are abysmal. The healing amount given just varies too greatly so they tend to be exceptionally inefficient. This is compounded by the fact that the hex can only be used on a character once per day. Theoretically this can be a lot of healing, but more often than not you're going to roll low for the person you'd like to get more health back and roll high for the person you wouldn't mind that low roll for.
I like the idea that the hex is limited to once per person and this seems to be designed to spread a small amount of healing out to a large amount of characters. I'd suggest, if this is the case, that the healing hex give a more consistent amount of healing than the Cure spells. I recommended, I believe in another thread, that they be changed to be more like the Vigor spells from 3.5. Even cutting the amount healed in half (a consistent 5-6 damaged healed) would make it far more useful and efficient.
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Abraham spalding |
![Sleepless Detective](http://cdn.paizo.com/image/avatar/PZO9264-SleeplessDetective.jpg)
Is there any reason it can't be a means to give fast healing? Seems to me the witch shouldn't go "BAM! You're healed!" To me it seems it should be a gradual healing... an exceleration of the body's natural healing -- i.e. fast healing.
If the first healing hex gives fast healing 1 for a number of rounds equal to Int Mod, then Fast healing 2 at say 5th level then the major healing hex at 10th could start with 5 and go up to 10 at level 16. With a once per day limit per person this wouldn't provide unlimited healing, would be of great benefit out of combat, and would be unique to the witch instead of being just another "cure x wounds" spell like ability.