
Abraham spalding |

0gre wrote:Most of them are limited based on the text of the hex, there is no overall per day limit on them though. For example flight is 1 minute per level, the healing hexes can only be used once per individual per day.In the case of the slumber(sleep) unlimited use feels broken.
Once per target, not unlimited. You fail you wasted that chance against that target. If it was unlimited, uncapped and affected more than one per round, and you could keep trying again and again then it would be "broken".

Daronil |

Correct this is part of the reason witches don't have any bonus slots unlike specialist wizards or clerics, they instead get several abilities that are essentially unlimited in daily scope (if not per individual).
Wow...this feels overpowered for some stuff. "Healing" springs to mind. A 1st level witch could walk around a battlefield with a thousand wounded soldiers and treat them *all* to a "Cure Light Wounds"??

Allia Thren |

Abraham spalding wrote:Correct this is part of the reason witches don't have any bonus slots unlike specialist wizards or clerics, they instead get several abilities that are essentially unlimited in daily scope (if not per individual).Wow...this feels overpowered for some stuff. "Healing" springs to mind. A 1st level witch could walk around a battlefield with a thousand wounded soldiers and treat them *all* to a "Cure Light Wounds"??
Theoretically yes. But how many situations will you have in your game where your 1st level witch happens upon a thousand wounded soldiers and not a single enemy? (one arrow or so is pretty much enough to drop a 1st level witch)
So please lets keep it realisitc. It means a single CLW for every party member. That helps the cleric a bit, but its nowhere near overpowered.

Tom S 820 |

Theoretically yes. But how many situations will you have in your game where your 1st level witch happens upon a thousand wounded soldiers and not a single enemy? (one arrow or so is pretty much enough to drop a 1st level witch)
So please lets keep it realisitc. It means a single CLW for every party member. That helps the cleric a bit, but its nowhere near overpowered.
And no way is it as strong as bust form a Paladin or Cleric.
It is medic healing not Doctor healing.

Matt Beatty |
Wow...this feels overpowered for some stuff. "Healing" springs to mind. A 1st level witch could walk around a battlefield with a thousand wounded soldiers and treat them *all* to a "Cure Light Wounds"??
I guess. But how many times have you been in this situation.
In the normal adventurer day, this isn't that powerful. You are trading offense for a 750gp wand usable a few times a day. Not that great of a choice in my opinion.

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Daronil wrote:Wow...this feels overpowered for some stuff. "Healing" springs to mind. A 1st level witch could walk around a battlefield with a thousand wounded soldiers and treat them *all* to a "Cure Light Wounds"??I guess. But how many times have you been in this situation.
In the normal adventurer day, this isn't that powerful. You are trading offense for a 750gp wand usable a few times a day. Not that great of a choice in my opinion.
Pretty much, this is one of the hexes I would *NEVER* take.
Actually all of the healing hexes are horrible, since they heal for less then the wand does. Remember the wand is 1D8+(Minimum caster level) and this is only a 1D8.It's even worse then you believe.

Caoulhoun |

Pretty much, this is one of the hexes I would *NEVER* take.
Actually all of the healing hexes are horrible, since they heal for less then the wand does. Remember the wand is 1D8+(Minimum caster level) and this is only a 1D8.It's even worse then you believe.
Why would you say it is only 1d8? It says:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
This means that it scales with level quite well actually. It also provides an automatic stabilize as a supernatural ability that does not provoke an attack of opportunity as you don't have to retrieve anything from a pack.
It may not be optimal, but in game it works very well. (I am currently playing a witch in a Kingmaker campaign and have been mainly the primary healer, while slumber makes me a potent controller)

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Can a witch used forced reincarnate on themself?
If so, how would reincarnate interact with Aging Effects; Would a venerable aged witch keep the INT, WIS, CHA bonus from aging and lose the STR, DEX, CON penalty when reincarnated as a young adult? Since reincarnate states it only affects the body stats and racial traits.
Does Reincarnate take the bonus feat away from humans? Reincarnate says you keep feats, but is the bonus feat for being human count as a racial trait or as a normal feat?

Allia Thren |

If they can or can't use it on themselves is up to your GM I think, but I like the idea of an old witch reincarnating herself into a new body.
I'd say you keep the bonus feat, since that represents the diverse upbringing of humans, and that is not really linked to your physical race. The same as I would say a former elf doesn't suddenly lose proficiency with the longsword for example. However someone getting reincarnated as a human would not gain the bonus feat either.
Losing the human bonus feat could play serious havoc with all your other feats, if suddenly you lose a feat thats the prerequisite for 5 others.

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Mathwei ap Niall wrote:
Pretty much, this is one of the hexes I would *NEVER* take.
Actually all of the healing hexes are horrible, since they heal for less then the wand does. Remember the wand is 1D8+(Minimum caster level) and this is only a 1D8.It's even worse then you believe.
Why would you say it is only 1d8? It says:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
This means that it scales with level quite well actually. It also provides an automatic stabilize as a supernatural ability that does not provoke an attack of opportunity as you don't have to retrieve anything from a pack.
It may not be optimal, but in game it works very well. (I am currently playing a witch in a Kingmaker campaign and have been mainly the primary healer, while slumber makes me a potent controller)
A. My mistake on the level bonus don't know why I remembered it that way, but it still caps at 2D8+10 at 10th level usuable once per day per person.
And if I need to stabilize a target I'd just use a wand of stabilize or better yet make my familiar use a wand of stabilize while I do something to stop the incoming damage instead.
This all comes back to the basic issue with healing in pathfinder, damage coming in is always higher and faster then healing can keep up with. If you are going to cast any kind of healing in combat it needs to be a significant amount of HP's restored and this hex just doesn't cut it.
Once you are out of combat this hex becomes even worse since at best it's a top off for other healing but usually it's a drop in the bucket for the damage taken and you still have to use the real cure light spell to heal back to full.
It simply doesn't have the burst healing or recovery healing to make it worth burning one of your few hexes on.

Daronil |

Theoretically yes. But how many situations will you have in your game where your 1st level witch happens upon a thousand wounded soldiers and not a single enemy? (one arrow or so is pretty much enough to drop a 1st level witch)So please lets keep it realisitc. It means a single CLW for every party member. That helps the cleric a bit, but its nowhere near overpowered.
Well, actually, this precise situation has arisen in one of my games. It was a D&D 3.5 game set in Greyhawk, during the Greyhawk Wars, and our low-level party (3 - 4, from memory) had been involved in a major battle (okay, there weren't a *thousand* wounded, but there was close to a hundred).
After the battle, the cleric was among the wounded, and used his "Stabilise", "Cure Light Wounds" and "Cure Serious Wounds" as best he could to help, and saved a few lives. And there was a great deal of angst from the character at the fact there were dozens more he couldn't save. It was dramatic and in line with countless fantasy stories.
Had he been a 1st level witch, he could have saved virtually all of them (except for the odd few who expired simply before he got to them), which in my opinion would have killed a lot of the drama of the scene.
I'm just sayin', it seems like a very powerful, umm...power.
I'm considering putting a limit on it...maybe the witch has to make a Will save (DC = the number of times that day it has been used) for each use; that way, it'll be fine for "the party", but on the odd rare occasion I'm talking about, the witch can't just heal an entire army's worth of wounded.

Allia Thren |

It's still an extremely specific situation you're describing, saying that's why the hex is overpowered is just silly, sorry. I'm sure if you think hard enough you can think of situations in which nearly any class feature is overpowered.
Also please, if all those 100 people were at negative hitpoints and dying, and relied on the cleric to stabilise them, then even the witch couldn't have saved them all. She could have stabilised around 10 of them, before all those that she didn't heal yet would have reached the point at which they die.
And those that weren't dying, won't really die either way, they'd just have a few HP more, and heal faster.
Sorry to say it, but if an army of over a hundred people (if theres a hundred severly wounded, the army must have been bigger to start with) goes to war and has as only healer the PC cleric, then yeah... expect things to go wrong. They should have had enough nurses and medics to make heal checks to stabilise people and provide care, or even clerics for divine healing for the worst cases. Or heck, those still alive and concious should have made heal checks to stabilize the dying.
So your example was really unrealistic to start with anyway.

Revan |

Between a PF cleric's Channel Positive Energy, dropping remaining spells for the Cure line, Wands of Cure Light Wounds (at 15 gold per charge, they're practically free), and of course at-will cantrips for Stabilize, that ship already sailed long ago, for better or for worse. Heck, even if you have no healing spells, it's not that hard to stabilize with the Heal skill.
The Healing Hex may limit the potential for dramatic triage moments in D&D, which are few and far between, but that by no means makes it overpowered. In fact, due to the low level of healing that it provides, and that it can only be used once per creature per day, it's easily one of the weaker hexes.
As a player, if I spent a precious hex slot on the Healing Hex (as opposed to Slumber, Misfortune, Evil Eye, Cackle, or the like), and, when presented with a field of wounded, I was prevented from strolling through their midst providing salvation, I'd feel gypped that one of the few cases in which the hex can really shine was disallowed.

Remco Sommeling |

Between a PF cleric's Channel Positive Energy, dropping remaining spells for the Cure line, Wands of Cure Light Wounds (at 15 gold per charge, they're practically free), and of course at-will cantrips for Stabilize, that ship already sailed long ago, for better or for worse. Heck, even if you have no healing spells, it's not that hard to stabilize with the Heal skill.
The Healing Hex may limit the potential for dramatic triage moments in D&D, which are few and far between, but that by no means makes it overpowered. In fact, due to the low level of healing that it provides, and that it can only be used once per creature per day, it's easily one of the weaker hexes.
As a player, if I spent a precious hex slot on the Healing Hex (as opposed to Slumber, Misfortune, Evil Eye, Cackle, or the like), and, when presented with a field of wounded, I was prevented from strolling through their midst providing salvation, I'd feel gypped that one of the few cases in which the hex can really shine was disallowed.
I have a hard time seeing it as overpowered ever, a cleric with a single use of his healing could affect a multitude of creatures in a non-combat situation, probably take care of all the wounded in a fair sized army in one go.
I do think it is flavorable and useful, since the witch can provide healing to npcs at no charge to her daily usefulness, similarly the healing is quite useful even at higher level.
The idea of ever buying a wand of cure light wounds purely for the 'mechanical/economical' benfit of cost per charge of only 15 gold, makes me gag, that is probably an issue I have with common place magic in a fantasy campaign though.

Daronil |

I'll address multiple replies in the one post, if that's okay.
Allia Thren made some excellent points regarding the numbers. The only thing I'll say in my defence is that I never sat down and worked out the statistics on this - only threw out an idea off the top of my head.
Or heck, those still alive and concious should have made heal checks to stabilize the dying.
So your example was really unrealistic to start with anyway.
Well, not hugely. At least not for the type of campaigns I run, which often involve epic battles in which the PCs play a small but important role. And when they're on that part of the battlefield, they ARE the "heavy artillery" - be it in terms of damage done, or in terms of providing healing support.
In other words, in that portion of the fight, the PC cleric WAS the healer.
That said, you've pretty much convinced me that I over-reacted to the healing hex in the first place.
Revan wrote:
I'd feel gypped that one of the few cases in which the hex can really shine was disallowed.
Fear not! :) I never spring new rules or rules variations on players. Any player who took the witch class in my campaign would know right from the start any alterations I'd made to their powers, spells, hexes, etc.
For example, all my players know that any "raise dead" type spells in my campaigns are quite dangerous to the caster, with a risk of failure and even if successful, carry the risk of permanent CON loss, as well as taking over 24 hours to cast.
You'd never get "gypped" into thinking that you had a power that could do "xyz" and then find out in the middle of the game that it could only do "xy".
Remco Sommeling wrote:
have a hard time seeing it as overpowered ever, a cleric with a single use of his healing could affect a multitude of creatures in a non-combat situation, probably take care of all the wounded in a fair sized army in one go.
Yep, you're right. As I said to Allia, just above, I've been pretty much turned around by these arguments. Again, in my defence, the situation that popped into my mind was a specific one from 3.5 D&D some years ago where clerics didn't have the "Channel" ability and thus couldn't do what you mentioned. I just neglected to make the connection when thinking about the witch.
The idea of ever buying a wand of cure light wounds purely for the 'mechanical/economical' benfit of cost per charge of only 15 gold, makes me gag, that is probably an issue I have with common place magic in a fantasy campaign though
Yep, me too. For a start, good luck buying any magical item other than a scroll or potion in my campaigns! :) But that's a whole 'nuther thread...
Cheers guys, and thanks for the feedback.

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I'm not quite convinced. My witch is thinking of going to a metropolis and opening a clinic. He figures on buying more powerful magic with the money he makes. On another note, the healing hex was pretty useful against the skeleton army yesterday. Not only did he get to heal everyone in the party, but he also took out or nearly took out a lot of skeletons with just a touch.

Mal-Duroth |

Matt Beatty wrote:Daronil wrote:Wow...this feels overpowered for some stuff. "Healing" springs to mind. A 1st level witch could walk around a battlefield with a thousand wounded soldiers and treat them *all* to a "Cure Light Wounds"??I guess. But how many times have you been in this situation.
In the normal adventurer day, this isn't that powerful. You are trading offense for a 750gp wand usable a few times a day. Not that great of a choice in my opinion.
Pretty much, this is one of the hexes I would *NEVER* take.
Actually all of the healing hexes are horrible, since they heal for less then the wand does. Remember the wand is 1D8+(Minimum caster level) and this is only a 1D8.It's even worse then you believe.
Not to mention, in most cases, healing others mid-combat puts you in melee range. Not good for a squishy Witch, battle healing is best left to clerics.

Mal-Duroth |

Allia Thren wrote:
Theoretically yes. But how many situations will you have in your game where your 1st level witch happens upon a thousand wounded soldiers and not a single enemy? (one arrow or so is pretty much enough to drop a 1st level witch)So please lets keep it realisitc. It means a single CLW for every party member. That helps the cleric a bit, but its nowhere near overpowered.
Well, actually, this precise situation has arisen in one of my games. It was a D&D 3.5 game set in Greyhawk, during the Greyhawk Wars, and our low-level party (3 - 4, from memory) had been involved in a major battle (okay, there weren't a *thousand* wounded, but there was close to a hundred).
After the battle, the cleric was among the wounded, and used his "Stabilise", "Cure Light Wounds" and "Cure Serious Wounds" as best he could to help, and saved a few lives. And there was a great deal of angst from the character at the fact there were dozens more he couldn't save. It was dramatic and in line with countless fantasy stories.
Had he been a 1st level witch, he could have saved virtually all of them (except for the odd few who expired simply before he got to them), which in my opinion would have killed a lot of the drama of the scene.
I'm just sayin', it seems like a very powerful, umm...power.
I'm considering putting a limit on it...maybe the witch has to make a Will save (DC = the number of times that day it has been used) for each use; that way, it'll be fine for "the party", but on the odd rare occasion I'm talking about, the witch can't just heal an entire army's worth of wounded.
You can only use the hex once per round if you have 100 people at -1 hp, assuming they each had a 12 CON, you could save 11 of them before the rest died from their wounds. 22 if you have Split Curse. That's not alot. With Channel Energy a cleric can heal/stabilize more than that in 1 round!

Buri |

There are actually 2 healing hexes. A level 10 witch can heal a single creature twice per day.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Major Healing (Su): By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch's caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.
Also, if you use Scar you can use your hexes out to a mile in range on that creature. So, sure you have to get up there but after that kick back and drink some lemonade as a move action and use your hexes with your standard. ;)
http://paizo.com/products/btpy8k8r/faq?Pathfinder-Roleplaying-Game-Ultimate -Magic#v5748eaic9oaw
Edit: Hell, just scar your party. It's a permanent effect. Then, you never have to get anywhere CLOSE while in combat. That said, you'd have a hard time knowing *when* to heal if you're a mile away. :P

Buri |

Once per target, not unlimited. You fail you wasted that chance against that target. If it was unlimited, uncapped and affected more than one per round, and you could keep trying again and again then it would be "broken".
You can cast a hex twice though on a target if it saved the first time with Accursed Hex.

Malfus |
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Edit: Hell, just scar your party. It's a permanent effect. Then, you never have to get anywhere CLOSE while in combat. That said, you'd have a hard time knowing *when* to heal if you're a mile away. :P
Might I suggest a Third Eye?
Edit: IMO, a witch is one of the most convenient cohorts to acquire:1. Scar all allies
2. acquire third eye from one (or a dead guy and use a bloodstone)
3. send familiar with them
4. stay 1 mile away
5. fortune all of them and proceed to cackle once per round until they return (assuming 1/round means something)
6. get familiar to touch enemies to apply scar (if modifier is high enough)
7. evil eye/sleep/misfortune/forced reincarnate enemies

Mal-Duroth |

You can only use the hex once per round if you have 100 people at -1 hp, assuming they each had a 12 CON, you could save 11 of them before the rest died from their wounds. 22 if you have Split Curse. That's not alot. With Channel Energy a cleric can heal/stabilize more than that in 1 round!
Sry these points were already made. Pleases remove.

Buri |

Unfortunately cackle only works out to 30 feet. :(
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Malfus |

Unfortunately cackle only works out to 30 feet. :(
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
If I am not mistaken, "the witch can use any of her hexes on that creature at a range of up to one mile" supersedes that.

Malfus |

... except cackle itself is limited. Sure, you *can* use cackle. However, cackle only works out to 30 feet from the witch.
Or, rather, the *effect* of cackle.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round,
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
A scarred creature within one mile counts as a creature but not as any creature at all? That's some real metaphysical stuff right there.
EDIT:formatting

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Buri wrote:... except cackle itself is limited. Sure, you *can* use cackle. However, cackle only works out to 30 feet from the witch.
Or, rather, the *effect* of cackle.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round,
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
A scarred creature within one mile counts as a creature but not as any creature at all? That's some real metaphysical stuff right there.
EDIT:formatting
Though you are correct in allowing Cackle to affect any scarred target within a mile your actual plan doesn't work, there are 2 major issues with it.
First, a witch can only maintain a number of scars equal to their intelligence limit. At best a super optimized 10th level witch will be able to keep up less then 8 scars at a time. An average party + Familiar is going to eat up 5+ of those. And that's for a PC witch, an npc cohort will have a significantly lower int (16 on average) and can only scar 2 + familiar so meh.
Second (and more important), familiars cannot deliver hexes. They are limited to delivering spells and even those require the familiar to be in physical contact with the Witch when they cast them.

Malfus |

Malfus wrote:Buri wrote:... except cackle itself is limited. Sure, you *can* use cackle. However, cackle only works out to 30 feet from the witch.
Or, rather, the *effect* of cackle.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round,
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
A scarred creature within one mile counts as a creature but not as any creature at all? That's some real metaphysical stuff right there.
EDIT:formattingThough you are correct in allowing Cackle to affect any scarred target within a mile your actual plan doesn't work, there are 2 major issues with it.
First, a witch can only maintain a number of scars equal to their intelligence limit. At best a super optimized 10th level witch will be able to keep up less then 8 scars at a time. An average party + Familiar is going to eat up 5+ of those. And that's for a PC witch, an npc cohort will have a significantly lower int (16 on average) and can only scar 2 + familiar so meh.
Second (and more important), familiars cannot deliver hexes. They are limited to delivering spells and even those require the familiar to be in physical contact with the Witch when they cast them.
To your first point, investing in a headband of intellect for your cohort would be prudent. Also I don't care that much about scarring the familiar.
To your second point,
"If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. ... If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability."
There is no effective limit on the range she can activate touch hexes through her familiar, a reasonable GM could always disagree of course.

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Mathwei ap Niall wrote:To your first point, investing in a headband of intellect for your cohort would be prudent. Also I don't care that much about...Malfus wrote:Buri wrote:... except cackle itself is limited. Sure, you *can* use cackle. However, cackle only works out to 30 feet from the witch.
Or, rather, the *effect* of cackle.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round,
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
A scarred creature within one mile counts as a creature but not as any creature at all? That's some real metaphysical stuff right there.
EDIT:formattingThough you are correct in allowing Cackle to affect any scarred target within a mile your actual plan doesn't work, there are 2 major issues with it.
First, a witch can only maintain a number of scars equal to their intelligence limit. At best a super optimized 10th level witch will be able to keep up less then 8 scars at a time. An average party + Familiar is going to eat up 5+ of those. And that's for a PC witch, an npc cohort will have a significantly lower int (16 on average) and can only scar 2 + familiar so meh.
Second (and more important), familiars cannot deliver hexes. They are limited to delivering spells and even those require the familiar to be in physical contact with the Witch when they cast them.
Could work, providing you have a familiar tough enough to handle the 2 AoO's coming at it for attempting this trick.

Thac20 |

As Treatmonk points out, witches are truely the premiere battlefield medic. Clerics can heal groups faster with channeling, but they can't continue to heal different people all day long.
For most adventuring the offensive hexes are better, since over multiple encounters you aren't going to run out of new targets.
The elf witch I play has a high initiative (high dex, Improved Initiative, trait giving init bonus, familiar giving init bonus). Combined with Slumber this can make single enemy encounters a bit of an anti-climax, to the point I've stopped using Slumber because I feel its taking the fun out of the game.
The spell selection of witches is limited. I prefer the area of effect spells over single target spells since unsually hexes are all that is needed for single targets.

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Mathwei ap Niall wrote:Could work, providing you have a familiar tough enough to handle the 2 AoO's coming at it for attempting this trick.I wish I knew why a familiar would provoke on a touch attack.
Ok, since the majority of familiars are size tiny they have to occupy the same square as the target of the touch, meaning they have to move through the opponents threatened area to deliver the touch and to leave. Moving through provokes the AoO going in and going out (even on a withdraw action since it has to pass through 2 threatened squares to do it).

Malfus |

As Treatmonk points out, witches are truely the premiere battlefield medic. Clerics can heal groups faster with channeling, but they can't continue to heal different people all day long...
They would be, except that most people won't accept a witch openly flaunting her witchiness. Superstitious lot.

Malfus |

Malfus wrote:Mathwei ap Niall wrote:Could work, providing you have a familiar tough enough to handle the 2 AoO's coming at it for attempting this trick.I wish I knew why a familiar would provoke on a touch attack.Ok, since the majority of familiars are size tiny they have to occupy the same square as the target of the touch, meaning they have to move through the opponents threatened area to deliver the touch and to leave. Moving through provokes the AoO going in and going out (even on a withdraw action since it has to pass through 2 threatened squares to do it).
Not so with a small familiar or an improved familiar or a tiny familiar with evolved familiar (reach). You wound me sir

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Mathwei ap Niall wrote:Not so with a small familiar or an improved familiar or a tiny familiar with evolved familiar (reach). You wound me sirMalfus wrote:Mathwei ap Niall wrote:Could work, providing you have a familiar tough enough to handle the 2 AoO's coming at it for attempting this trick.I wish I knew why a familiar would provoke on a touch attack.Ok, since the majority of familiars are size tiny they have to occupy the same square as the target of the touch, meaning they have to move through the opponents threatened area to deliver the touch and to leave. Moving through provokes the AoO going in and going out (even on a withdraw action since it has to pass through 2 threatened squares to do it).
A small familiar does threaten but will probably be immediately splattered if it runs into combat (costing the witch all their spells and a buttload of cash), Improved familiars suffer both issues as well (size or lack of defense) and the reach evolution is a whole other kettle of fish.
All of this is bundled under my statement of having a familiar who can survive the AoO's (either through toughness or avoiding them).
Malfus |

My preferred tactic is a diminutive familiar that has a high climb score. Give it reach, and let it hitch a ride on the tank. Start of battle, tank charges in, familiar touches someone, then "five-foot steps" into a pocket or otherwise protected compartment (such as a pouch lined with a thin sheet of lead). rinse and repeat

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My preferred tactic is a diminutive familiar that has a high climb score. Give it reach, and let it hitch a ride on the tank. Start of battle, tank charges in, familiar touches someone, then "five-foot steps" into a pocket or otherwise protected compartment (such as a pouch lined with a thin sheet of lead). rinse and repeat
Uhmm.. you do know doing a climb check in a threatened area provokes an AoO and you can't do a 5 foot step mixed with a climb check.
Every time your familiar crawls in or out of that pocket would provoke from everyone threatening the tank.
Malfus |

Uhmm.. you do know doing a climb check in a threatened area provokes an AoO and you can't do a 5 foot step mixed with a climb check.
Every time your familiar crawls in or out of that pocket would provoke from everyone threatening the tank.
Perhaps I should have been more specific. I want a familiar with a climb speed. If it has one, it can indeed five-foot step when climbing. My favorite is the scarlet spider, however it is tiny, and alas less able to fit into pockets, but it can still enter adamantine boxes without issue.

Whiskey Jack |

I have a quick question... "Can a Witch use her hair to grapple an opponent at reach?" The rules state the Witch's hair acts as an appendage (mind you, a 10' long one) with strength equal to the Witch's intelligence... this could be quite strong. If grapple is allowed, is the CMB based upon that strength score? Also, does the 1d3 natural attack get that strength bonus on damage?
If I missed these rulings in another thread, I do appologize.
Thanks, WJ

Malfus |

Treat its strength score as = to you int.
EDIT: As to grapple I am inclined to say no, as it is a secondary natural attack and it is limited in its uses (cannot use weapons). I see it sort of like a wing buffet with benefits. Or maybe a secondary tentacle attack without grab.
EDIT EDIT: Yes, you add in Strength wherever appropriate

Buri |

Treat its strength score as = to you int.
EDIT: As to grapple I am inclined to say no, as it is a secondary natural attack and it is limited in its uses (cannot use weapons). I see it sort of like a wing buffet with benefits. Or maybe a secondary tentacle attack without grab.
EDIT EDIT: Yes, you add in Strength wherever appropriate
Why no? The only thing I can see is that he would take a -4 since he doesn't have two free hands. Grapple is just listed as a standard action. I don't see any other qualifiers referring to main or secondary natural attacks.