New Hexes


Round 2: Summoner and Witch


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Right so I'm absolutely positive there are more hexes in the works than what we have seen, however in case they need a few more ideas:

Shapechanging Hex: As Beast shape 1, increases to Beast Shape 2 at level 8 lasts a minute per witch level, can be split up but each use is a minimum of one minute.

Greater Shapechanging Hex: As Beast shape 3 or elemental body 1, increases to beast shape 4, or elemental body 2 at level 14 lasts a minute per witch level, can be split up but each use is a minimum of one minute.

Grand Shapechanging Hex: As Elemental Body 3, or Dragon shape 1 increases to dragon shape 2 at level 20 lasts a minute per witch level, can be split up but each use is a minimum of one minute.

Spoiler:

While I realize that shape changing is the one of the druids big things, witches that can change shape are fairly common in both traditional myths and modern stories of witches, and this ability is vastly inferior to the actual ability to wild shape in duration.

Curse Body Hex: Range 30 feet, Will Negates, as per Baneful Polymorph, only once per target per day.

Spoiler:

The only thing I feel was really left off the witch's list of Hexes that is a rather common ability for witches.


On the shapechanging hexes, I like the shapechanging hexes, but I don't think that elemental body should be in there. They'll already get more access than the druid (who only gets animal shapes, not magical beasts as well), and it doesn't fit flavor-wise.

On the curse body hex, what level is it? Grand suits it well.


Grand works for me on the Curse body, on the shapechanging I agree, could probably stand to leave the Grand version off all together. On the down side you still couldn't cast while shapechanged either (at least not without investing feats into it for eschew materials and still and silent spell) but it would offer enough out of combat benefit that I would take it.

Grand Lodge

Pathfinder Adventure Path, Companion, Rulebook Subscriber
Abraham spalding wrote:

Curse Body Hex: Range 30 feet, Will Negates, as per Baneful Polymorph, only once per target per day.

** spoiler omitted **

It is on the class spell list as a 5th level spell so it isn't completely off the list


I know Galnorag, but thanks for pointing it out... I simply felt it should be a Hex thing too... after all flight and several other spells are hexes... that one stuck me as specifically missing.

Another possible Hex:

Animate: 1 Full Round action Target: 1 corpse or object Duration: Concentration + Witch level in rounds Maximum Hit Dice: Equal to Witch Level (Major Hex)

Followed by:

Mass Animate: 1 Full Round Action Target: 1 corpse or object per 2 witch levels Duration: Concentration Maximum Hit Dice: Equal to twice the Witch Level (Grand Hex)

Spoiler:

This is for the Bed nobs and Broomsticks sort of shenanigans. I realize the spells are on the list (again) however just seem to be something that could be readily represented (mechanically) with a Hex instead of just spells.

RPG Superstar 2012 Top 32

I think the healing hexes should provide fast healing equal to 1/2 the CL of the witch (minimum 1), maybe for 10 rounds + 1 round per CL of the witch. It would help differentiate the witch from the cleric and druid and bard and paladin and ranger heals, and be a somewhat interesting mechanic....the witch could cast it on her allies prior to a combat, so she doesn't have to get into the thick of melee to heal her tanks.

Dark Archive

SmiloDan wrote:

I think the healing hexes should provide fast healing equal to 1/2 the CL of the witch (minimum 1), maybe for 10 rounds + 1 round per CL of the witch. It would help differentiate the witch from the cleric and druid and bard and paladin and ranger heals, and be a somewhat interesting mechanic....the witch could cast it on her allies prior to a combat, so she doesn't have to get into the thick of melee to heal her tanks.

Why not make minor 2 + Int Mod and Major 5 + Int Mod?

I'm a little leery of giving out 30 rounds of fast healing...especially if its Fast healing 1/2 CL.


The shapechange hexes sound ideal for creating a witch along the lines of Maleficent. :D

Grand Lodge

Pathfinder Adventure Path, Companion, Rulebook Subscriber
Abraham spalding wrote:

I know Galnorag, but thanks for pointing it out... I simply felt it should be a Hex thing too... after all flight and several other spells are hexes... that one stuck me as specifically missing.

Its funny I was just about to come into this thread, and I was thinking to myself, what hexes would I like to see, and I had totally forgotten I had posted here, and I came up with "Baleful Touch: as baleful polymorph 1/day/creature"

Then I read my own gainsaying of it.

StilL i think you had the right of it, it fits so well. I like my name better through ;)

Grand Lodge

Pathfinder Adventure Path, Companion, Rulebook Subscriber

Wilted Bloom (Major Hex): The witch draws forth a flower that is still in bloom, and by the act of plucking the flower while focusing her hex on a target within 30ft, causes the targets skin erupt in horrible scarring boils, their hair to fall out in clumps, become thin, grey and patchy and their hands grow crooked and nobbled. If the target makes a successful will save they suffer 1d4 Charisma Damage, other they suffer 1 point of charism drain per 3 witch levels.

Breath of Youth (Major Hex): A witch may gather he strength and spend it all at once, she fills her body with youthful energy gaining a +1 / 5 levels to her Strength, Dex, Con and Charisma. She may maintain this for 1/hour per level / day, but may only activate it once per day. When the effect ends (by choice or duration runs out) she suffers the ravages of time, suffering a - to her strength, dexterity, constitution and charisma equal to the bonus she had gained, but for twice the amount of time she used this ability. This ability damage cannot be removed by any means but time. If the damage is sufficient to bring any one attribute to 0 she doesn't die, but remains incapacitated until the rest period has ended. If her new reduced constitution reduces her to the point where an existing wound would be fatal, then she dies.

Tourment of Doubt (Major Hex): One target who can hear the witches unworldly cackle, and fails a will save, becomes confused (as per spell) unable to discern friend from foe, they trash about the battle field maddened. This effect lasts a number of rounds equal to the witch INT bonus, and is subject to being extended by cackle.

Dark Archive

I agree with Sean and don't think elemental fit with the witch. I do agree and I did mention elswhere that the baleful polymorph was something I really thought missing as it is such a iconic witch aspect.


A baleful polymorph hex would be ultimately intriguing for people but it could be better off as a major hex and then you just gain increased uses/day at higher levels.

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