Witch's Sleep Hex makes it all too easy


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Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Or speak with dead on the now-dead witness, after the PCs have left?


Rakshaka wrote:

Not to derail, but again on the Zen Archer:

Because of him, there have never been survivors.

Oh, to be sure after enough arrow riddled bodies get left behind, and someone's gonna take notice and tales will spread.

So the party doesn't leave survivors, but they do leave evidence.

Are the gnolls organized enough to take advantage of this, or are they too chaotic?

If the party is smart enough to limit the enemy's knowledge of them, then the party should reap the rewards just as they should reap the penalties of poor planning.

If your party is doing everything right, then life should be easier for them than if they didn't.

I'm of the opinion that a DM shouldn't adjust based upon results.

-James


Rakshaka wrote:

So I've been DMing a 'Legacy of Fire' group which started using the new Advanced Player's Guide. We have an experienced group of players who enjoy the new options but are always aware when a certain power or ability seems destabilizing to the game. The power in question is the Witch's Sleep Hex. Currently, we've run through two of the six modules using the following build:

Elven Witch 6
Elven Barbarian 4, Oracle 2
Elven Monk (Zen Archer) 6, Ranger 1
Elven Oracle 6
As the first module progressed, it became obvious that the power of the witch's sleep hex seemed on par with that of a Sleep spell, though slightly weaker with more limitations. The only thing that stood out were a number of encounters with the module's Beasts and Magical Beasts. Despite having more than 4 HD, 3 out of 4 of the module's unique fauna fell prey to the instant coup-de grace of the Sleep Hex combined with the Barbarian/Oracle of Battle's ability to immediately move on the witch's turn and set up for the kill. When the module's final encounters against the BBEGs were set up (cover-boy and the final monster), I knew by their stats that they had an even chance of falling prey to the instant-kill of the Witch and Barbarian, forcing me to fudge their saves (which ended up failing) so the encounter would at least be climatic. By the first module's end, I knew something might be overpowered with the ability.
Our second module progressed, with similar results to the first one. I began to notice something that generally doesn't occur at 5th/6th level of play: monsters were being forced to make a save-or-slumber, when effects that outright incapacitate a monster are usually very limited in their scope (such as Hold Monster) or didn't outright render a creature helpless (such as Hideous Laughter). More wandering magical beasts, humanoids, and pretty much anything that wasn't undead or a dragon fell prey repeatedly to the slumber. Understand that I had spent a great deal of time Pathfindering out the stats of all the NPCs and monsters in the...

Slumber (Su): A witch can cause *a* creature within 30 feet

to fall into a deep, magical sleep, as per the spell sleep. The
creature receives a Will save to negate the effect. If the
save fails, *the creature falls asleep for a number of rounds
equal to the witch’s level*. This hex can affect a creature
of any HD. The creature will not wake due to noise or
light, but others can rouse it with a standard action.

So, this ability can only be used at most once per round on a single creature within 30 ft of the Witch for only 1 round starting out.

This is not the Witch character's fault, you just aren't thinking tactically about the problem. If you were fighting this ability, how would you combat it? Your buddy drops into slumber next to you, and you know the witch did something to him. Start having you enemies focus fire on the witch, or interfere with the Oracle's charge. As well, drop the GMPC, as it is clear the party of four in no way really needs it there.


You have said that all of your players have agreed it is a overpowering ability....ever think of going to them for suggestion on how to balance out the power?

I am curious if they have any suggestions.

Also I'll add two personal opinions.

1) Drop the GMPC...he is not only enabling the Witch in a certain way...he is enabling the zen archer. Also...personaly the biggest problem I have encountered with GMPCs is not the fact the GM makes them gods...it is usualy the fact it divides the GM's attention when running combats..making them easier. True I don't play in your game...so I don't know but that could be a small part of the problem...you should definitly think about it.

2) This is why I hate canned modules. They are so inflexable that they can be so easy to break...but that is a topic for anotrher thread.

Anyway my advice is stop asking for advice from people who have no idea about your group...or their style of gaming and talk to the people who matter.


So 1 target once and once per round. Say 6 targets thats 6 rounds worth of work - a good percentage are going to make their saves and not be target-able for 24 hours.

Ok round one gnoll one fails save falls asleep - 5 gnolls to go round 2 gnoll fails save and goes sleepy bye byes - remaining gnolls have following options.

1. kick their fellows awake (awakened enemies can not be targeted again)
2. Kill the spell caster

Have spies and scouts watch the battle report the tactics. Gnolls target the spell caster first.


We basically all talked it over and for the sake of game balance, are going to use the variation mentioned above: Less than Witch's HD or equal to means asleep while more than the Witch's HD means staggered (same duration on both effects, rd/level).
Problem basically solved for now. I'm not as worried about the party tactics for the coming modules since the types of foes diversify a bit and there are fewer solo baddies to worry about with one failed save. The open desert terrain of the first two modules starts to diminish in favor or cities, pocket dimensions, and other terrain, so its not as much of an issue.
Again, my main issue is the Sleep Hex and its implications for any future games our group runs (specifically modules and APs), so I feel some adjudication is not out of the question.
What can I say? We're all advanced players or DMs, and in our excitement to make up with concepts with the APG created characters that overpowered the setting we were in (What seemed like good ideas for the AP turned into nearly unbeatable builds against the foes in the path.. as written)
I would argue with anyone that doesn't think the Hex is overpowered: Play through a module or any AP as far as you can and watch what happens. We have been playing with the APG since the day it came out (for that matter, we are all veterans of 3.5 since the day it came out and have been playing the game pretty much every week for the last 10 year), and so have a pretty good grasp of the power level versus other abilites. From Age of Worms to Council of Thieves, we have DM'd and played every path Paizo has put out(except Crimson Throne, but that will happen). Never in any of our games (with two exceptions in 3.5: what the Warlock could do at high level with item creation and the Ordained Champion of Hextor class... swift Power Word Kill after a full attack anyone?) did an ability strike us as being overpowered as this one has.
Yes, thousands of people playtested this class and found it to be balanced and fair, but I would argue that not every build or party composition that takes advantage of this Hex was played out, especially not the extent that two straight months of playing twice a week has done for us.


Rakshaka wrote:


I think the elimination of the NPC might make the path a bit too hard. I think the few bad guys who are immune to the tactics described above might wipe the party without the damage output/soakage of a brute.
Thanks for advice so far nonetheless, its been useful for helping me get my "Legacy of Fire" campaign back on track. :)

Rakshaka, I completely disagree with this statement. IMHO this is a great idea. The party will likely still survive without the NPC, but they will have to change tactics and find more efficent ways of dealing with their opponents. The shoe may end up on the other foot here. Instead of you looking for ways to overcome the sleep hex, the party will now, perhaps, be a little more balanced toward the campaign.

Dark Archive

Rakshaka wrote:

Not to derail, but again on the Zen Archer:

Because of him, there have never been survivors.
Speed 40 and all the aforementioned bow tricks make him one power-house of a gnoll killer. I've used cover, tricks with Hover (for debris cloud), smoke, darkness, fog clouds and the like to combat the effectiveness some, but with a high enough perception (versus gnolls, impossible for him to fail) and tracking, there haven't been any survivors. His max range increment is beyond the range of most maximum distances for perception checks, so even using the "lone gnoll watching on the mountaintop who sees the fight" doesn't quite jive when the monk's perception score quadruples the gnoll's. (And if he can see him, he can basically shoot him) Oh, to be sure after enough arrow riddled bodies get left behind, and someone's gonna take notice and tales will spread. As written, the AP doesn't give the gnolls lots of tech to deal with this, though with enough prayers to Rovagug, I suppose miracles that help cause others' destruction could happen.

Just a mechanical question here.

If you assume "lone gnoll on hilltop watching fight, while hidden under cover/concealment"

Let's call it a quarter mile distance. 400 yards. That's a -40 to the ranger's perception check (-1 per 10 ft distance), without even considering the gnoll's stealth check (let's give the gnoll the "take 10" on his stealth, with a -2 to the perception check as "unfavorable conditions" - gnoll under cover of rocks.). Also, since the ranger is in combat, he's probably distracted, increasing the DC by 5. This means that the ranger needs a 57 on his perception check to see the gnoll.

On the flipside, the perception DC for a battle is -10 (rules actually say "hear the sound of a battle", but it's probably similar to see an ongoing battle from a hilltop. Add 40 for distance. Give the gnoll a +2 circumstance bonus for actively observing under favorable conditions (high ground over open plain). The gnoll still needs a 28 to see the battle from a quarter mile away. Even if the gnoll takes a 10 on his perception, he's still 18 short. So he needs to be 180 feet closer to see the battle.

Move the gnoll up 180 ft.

The ranger now needs a 39 on his perception to see the gnoll, while the gnoll can take 10 and see the ranger. Assuming the gnoll keeps under cover and moves away slowly, he should be able to continue taking 10 on his stealth, and report back to his clan that the party has someone who is causing clan brothers to go to sleep, whilst another human dispatches them to the afterlife.

Once that information is known to one clan, I'd bet that in the interest of keeping out the invaders, they would spread word to all the other clans.


Rakshaka wrote:
stuffs...

Wait you'll give me staggered instead of sleep?

Deal. Done. Give me. Staggered lasts longer since you can't wake up from it, and really knocks down what they can do -- damage doesn't even cause it to go away. Since it isn't sleep anymore fewer people have bonuses against it.

Sleep is... nothing. Staggered? Now that's a status effect I like.


I have been playing a witch since beta testing started - We are currently running through CotCT - with multiple opponents I am still only able to take one down per round (if I am lucky) and If I fail I cant target that creature again. There is a lot of other things for my character to be doing such as buffing, de buffing and healing. I have found that I use slumber when we want to sneak around without causing casualties. Even then its not a sure thing.

The most effective I have been is getting a large group of our enemies to surrender through use of the fly hex a cantrip and intimidate.


Another thing to remember is that this hex is at it's most powerful between 6th-10th level. After 10th level, every single CR equivalent monster save one or two will either have a high will save or be outright immune to the hex entirely. It then becomes a useful, but not nearly overpowered ability.


I'd like to point out four things:

1. You can CDG paralyzed enemies.
2. Hold Person/Monster paralyzes enemies.
3. Hold Person/Monster are witch spells.
4. Sleep and Deep Slumber are witch spells.

I'm not even going into various significantly more powerful will save spells the witch has, but with the spells above, the entire tactic that you claim to be problematic still works. The save each round for hold spells is irrelevant if they get CDG'ed before that second save ever takes effect.

Nerf the hex if you want. Outright ban it if you want. The only thing you changed is instead of unlimited times per day, but only once per enemy, its unlimited times per enemy, but restricted by spell slots. And even that can become almost a nonissue if someone bothers to make a staff with these spells, or if you don't have enough battles per day to have the witch actually run out of spell slots.

The hex is fine.


The difference between the Hex and Sleep/Deep Slumber is that the number of HD it can affect isn't capped. Sleep is capped at 4 HD, while Deep Slumber is capped at 10 HD.

Hold Person/Monster would still work the same way, but those are actual spell slots :)


Are wrote:

The difference between the Hex and Sleep/Deep Slumber is that the number of HD it can affect isn't capped. Sleep is capped at 4 HD, while Deep Slumber is capped at 10 HD.

Hold Person/Monster would still work the same way, but those are actual spell slots :)

But can be cast at the same enemy multiple times, and quite frankly that limit is completely irrelevant unless the witch is actually in danger of running dry on spell slots. Which, very frequently, doesn't happen. Especially not if she bothers getting a staff.

HD cap is even more irrelevant unless you actually reach those caps, in which cases higher level spells provide viable alternatives. You also shouldn't forget that the sleep spells are area effects, unlike the hex.

The concept that unlimited uses per day somehow affects balance in meaningful ways has always been a mystery to me. If you can cast it five times, it usually may as well be unlimited.

Scarab Sages

Pathfinder Rulebook Subscriber
Darkheyr wrote:
But can be cast at the same enemy multiple times, and quite frankly that limit is completely irrelevant unless the witch is actually in danger of running dry on spell slots. Which, very frequently, doesn't happen. Especially not if she bothers getting a staff.
Quote:
The concept that unlimited uses per day somehow affects balance in meaningful ways has always been a mystery to me. If you can cast it five times, it usually may as well be unlimited.

Yes but with a DC of half the witches level, it basically scales to be as effective as their highest level spell, unlimited. How many spells does the witch get at their highest level at any time, probably only one or two, not five.

The unlimited part isn't the big deal as much as the total package. Unlimited, uninterruptible, scales so its still effective for taking out a BBEG at high level. Its an very good ability from like 5th lvl to 9th or so, not withstanding powerful combos like the one the OP listed with the battle oracle.

If your game stops somewhere in the low teens, you might not like the ability as stands. But if it continues, the witch has far more interesting and devastating standard actions to perform than slumber, so it becomes more of an "ace in the hole" rather than a "go to" ability.

Its one of the few really good things the witch does get at lower levels, it fits the class image, and it demands that the witch potentially put herself in harms way with a short casting range. From all my experiences so far GMing a witch, I think its fairly balanced, but I can also see where it be problematic in a campaign dominated by say giants and ogres, who are very susceptible to this spell. To this I say, let your witch shine, so far, in my game, the wizard and sorcerer both outgun and outspell the witch 99% of the time.


Balconies with ranged gnolls can prevent Coup de Grace. Or other areas that the terrian will not get to. or make traps that deal nonlethal damage to the gnoll when the npc moves next to ready to provoke an attack of oppurintunity. That might interupt it.


I'm not sure if this works, but it makes sense to me:

Although supernatural, the slumber hex is still a sight/sound based magical effect. This means that it can be countered by a bard's countersong or distraction performance. This doesn't really stop the ability, but can at least give the people involved a decent save.

The occasional gnoll war party with a level 5 gnoll warhowler should be possible, yes?


LoreKeeper wrote:

I

Although supernatural, the slumber hex is still a sight/sound based magical effect.

No, it isn't.


The sleep hex doesn't have that good of a range. My witch routinely had to worry about opponents with good ranged attacks.

Also, having played a witch in Runelords, I can tell you that the answer is increasing the number of opponents. Even if it doesn't add much to the CR, adding four low-level guards will disrupt charge lines and provide a solution.

I don't really see this happening:

"Geb, should we wake up the commander"
"No, he needs his rest. Let's fight the witch ourselves"


I have a player with a witch in my Kingmaker campaign. We are in book 4 and I have to agree with the statement that the Slumber Hex is overpowered.

With a DC of 22, not many enemies can make the save.

The "wake them" solution is ok - but now you've removed 2 from combat (1 sleeping and 1 having to wake him) and now the guy who slept has to gather his stuff and stand up (drawing and AoO and wasting another round) while the guy that just woke him gets sent to dreamland.

There are many ways to deal with it, but not all enemies (Hill Giants, animals, etc.) have the tactical minds to realize who the real threat is.

My plan is to rework the future battles to make sure that some of the major players have defense against it. And, I am thankful that my player with the witch is not a power gamer.


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I run a witch in one game, have a second where the party has encountered witch NPCs both in and out of combat.

Slumber Hex is not the issue.

I did a 4d6 drop 1 stat block and rolled a relatively ridiculous array, pumped int and keep 3fold aspect (old) running all day every day. My feats haven't been spent on beefing this, and I didn't make an elf, but still. Slumber Hex DC is 22 currently (I think).

In a typical combat, I'll use that hex maybe once. Because I could attempt to sleep someone, or I could drop a wasp swarm on the room and effect all the melee guys with a roving, weapon-immune 2d6/round that debuffs. Or throw black tentacles. Or confusion. Or summon monsters invisibly. All of these work for crowd control. Slumber removes one target from the fight, not three to five.

Also, I have to be within 30 feet of something to slumber it. If we're dealing with the hill giant or tentacled horror, I'm not going to willingly do that. Because I have AC 17 (dex penalty from being old and mage armor, along with a ring of protection), few options to significantly increase that (hey, if I go young, drop a potion of cat's grace and a potion of shield, because I can't actually CAST those, I can burn 3 rounds of actions to get AC 24 for 7...yay?), and about 50 hit points with three personal defensive spell options. Mage armor, invisbility, and blink. Levitate and flight are good, but situational and not saving me from the giant who enjoys smashing squishy things with thrown rocks. Our last BBEG fight I slumbered a minion, then got 1-shotted by the other after the BBEG dimension doored him behind us.

In a party v. 1 fight? I evil eye the bad guy instead of slumbering. Because he can save v. slumber and the -4 AC from evil eye pretty much guarantees the barbarian and rogue are going to do 100-odd points of damage. It's a more efficient option.

Slumber is absolutely powerful. It's also sometimes frustrating as it changes combat in unexpected ways (hey, that 11HD monster can go take a nap now..), but so do alchemy bombs and the eidolon. It's ok at very low levels, pretty great between 4th and 7th (so now), and quickly falls to a very situational role when the witch opens up a variety of spell options that don't involve putting himself within a charge of the bad guys (and if your barbarian GMPC doesn't care about AOO when going for the weakened target, why do the bad guys?) and relying on a "sleep or can't use that on this guy ever again" to stay alive.

I'm sure any response will be followed up with "no, this is about adjusting the ability, not discussing other issues," But if you have a series of characters who clearly have abilities the AP didn't anticipate or are just generally more powerful than expected and don't make adjustments to the AP accordingly, I don't think singling out one ability to nerf is going to solve the problem.

Looking back, I'm glad to see you did find a way to work it out in your game, but I don't think that denotes a mechanical problem with the ability in the way you're claiming.

Dark Archive Owner - Johnny Scott Comics and Games

This may have already been addressed, but your issue with the Sleep Hex may be a product of the 15 minute adventuring day.

If the Witch's Sleep Hex can only be done once per day, wouldn't it be prudent to have your party encounter the BBEG as the 2nd or 3rd encounter of the day? Chances are, the Sleep Hex would have been expended by then, forcing the PCs to try a different tactic.

Of course the Sleep Hex will seem overpowered if your party is constantly resting up after each combat. Adding some Wandering Monsters or grouping encounters in the AP so they occur one right after the other would force your PCs to think through the Sleep/Coup de Grace tactic a bit more.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Larry Lichman wrote:

This may have already been addressed, but your issue with the Sleep Hex may be a product of the 15 minute adventuring day.

If the Witch's Sleep Hex can only be done once per day, wouldn't it be prudent to have your party encounter the BBEG as the 2nd or 3rd encounter of the day? Chances are, the Sleep Hex would have been expended by then, forcing the PCs to try a different tactic.

Of course the Sleep Hex will seem overpowered if your party is constantly resting up after each combat. Adding some Wandering Monsters or grouping encounters in the AP so they occur one right after the other would force your PCs to think through the Sleep/Coup de Grace tactic a bit more.

Slumber isn't once per day though, it's at will.

The 'once per day' thing is that once a creature has been hit by it (whether it saves or not), it can't be affected by Slumber again for 24 hours.


To be fair, we've actually been running the Sleep Hex as written for the last month since I last posted. It's definitely become less of an issue in terms of game balance as 7th and 8th level crept up. Sure, through the early levels (1-6), the Hex absolutely rocked, especially against the foes featured within the adventure path (and even more-so against a number of single-opponent encounters). Now, the basic math is making it a lot more dicey for the witch to pull off the Hex. The difference on most monster's Will saves versus the DC of the Hex has narrowed between the low levels and the mid-levels, especially in the case of outsiders and certain humanoids. The higher chance of the Hex outright not working and the short distance necessary to pull it off has made it a lot less attractive, especially when spells like Enervation and Confusion are more effective at debilitating enemies.


Rakshaka wrote:
Tell me about it. Our Zen-Archer Monk/ ranger needs to only roll a 2 to hit any gnoll and minimum damage will typically kill one (even a classed gnoll). Giving Perfect Strike, Point Blank Master, Flurry with a Bow, and Ki for extra attacks, and you're looking at the most efficient damage dealer I've seen in PRPG so far. He never needs to move to make full attacks at any distance and is very hard to hit, with good saves to boot. That's hardly the problem though, as I don't mind specialized characters having a chance to shine, especially given the number of gnolls and open terrain in the first two modules. For now, he is Death Incarnate to gnolls, and they rightly fear him. (to the point of altering tactics, such as smoke, fog clouds, and the like... )

Honestly the archer can take out one mook in 1 round and the witch sleeps one in 1 round and then the barb kills it in the next, effectively taking it out in 2 rounds instead of 1, and the sleep hex is the problem? The witch could have thrown a lightning bolt and took out one maybe 2 or more of them.


1. Thread necro stinks.
2. Witch sleep is not overpowered. In fact, no class ability is across the game system.

Reason: The GM has the right/ability to change rules on the fly to make things more difficult for the players, without needing to explain anything.


I had the wind blown out of my sails with this Hex. I thought it was up to the witch's HD they could sleep. I created a BBEG for this dungeon of gremlin's they were clearing out set in Kopparberget of the Lands of Linnorm area. It was an Alchemist Gremlin. I forget specific type of gremlin. Anyways, I had a decent sized room set up with traps and such. It was going to be a fun encounter to play out. Crazy bomb tossing gremlin. First round, i snared the ranger, poisoned the fighter, and made the cleric nervous. Second round the witch came out of hiding and Hexed the Gremlin to sleep. GAME OVER! Everyone was wow. That's it?!?! I was like yup. That's the BBEG. How anti-climatic?!?! I had a few other BBEG that went down the same. I was like okay, I just spent a few hours creating this encounter and Bam over in 5 minutes. Seriously?!! So, now I have to use creatures with Immunity to sleep, high will saves, or just tons of mobs harrassing the Witch. Not very fair for the Witch, but only way everyone else gets to play against a single opponent. It was pretty sad.

I totally even missed it was a SU ability. So, grappling, surrounded in combat, etc no AoOs either. Even if I had a ranged DPS with ready actions to interrupt.....Fail! Grr. I hate having to plan against the ability and to me it seems unfair for the PC. Luckily, she hasnt complained about it yet, but hopefully I can keep it balanced enough to let her and the rest of the party shine when needed. The fact she can't do it more than once in a day against an opponent is a huge saving grace.


1.Rule 0 has nothing to do with an ability being over powered.
2.DM's who change rules to make difficult for the players without explaining anything, quickly find themselves DM'ing their campaign world alone.

Never forget that its the player's world as much as it is the DM's. The game is a cooperative event. Houserules should be discussed with the group so that everyone is on the same page- before going into effect and before said effect happens in game.

(i.e. if the DM changes Slumber Hex he needs to either do so before the player takes it- and inform the player of such or discuss the problem when it becomes a problem and try to come to a good solution for it- whether it be modification or for the Witch to select a different hex).

here's what isnt' kosher:
Witch: I use Slumber hex at the hobgoblin
DM: It doesn't work.
Witch: but you didn't even make a save.
DM: Didn't need to. That hex doesn't work anymore.
Witch: err well, can I ue it on the..
DM: No, the hex doesn't work.
WItch: errr alright. can i change it out for Flight hex then?
DM: Nope, sorry. That hex just doesn't work.
Witch: -is in the car on the way home already-

-S


Aristin76 wrote:

I had the wind blown out of my sails with this Hex. I thought it was up to the witch's HD they could sleep. I created a BBEG for this dungeon of gremlin's they were clearing out set in Kopparberget of the Lands of Linnorm area. It was an Alchemist Gremlin. I forget specific type of gremlin. Anyways, I had a decent sized room set up with traps and such. It was going to be a fun encounter to play out. Crazy bomb tossing gremlin. First round, i snared the ranger, poisoned the fighter, and made the cleric nervous. Second round the witch came out of hiding and Hexed the Gremlin to sleep. GAME OVER! Everyone was wow. That's it?!?! I was like yup. That's the BBEG. How anti-climatic?!?! I had a few other BBEG that went down the same. I was like okay, I just spent a few hours creating this encounter and Bam over in 5 minutes. Seriously?!! So, now I have to use creatures with Immunity to sleep, high will saves, or just tons of mobs harrassing the Witch. Not very fair for the Witch, but only way everyone else gets to play against a single opponent. It was pretty sad.

I totally even missed it was a SU ability. So, grappling, surrounded in combat, etc no AoOs either. Even if I had a ranged DPS with ready actions to interrupt.....Fail! Grr. I hate having to plan against the ability and to me it seems unfair for the PC. Luckily, she hasnt complained about it yet, but hopefully I can keep it balanced enough to let her and the rest of the party shine when needed. The fact she can't do it more than once in a day against an opponent is a huge saving grace.

Why didn't his minions try to wake him up?


The only reason Slumber isn't overpowered is because the witch's actual spell list is so narrow and cripplingly overspecialized on mind-affecting will negates offensive spells that from a purely optimizing standpoint, without Slumber you'd be a fool to not just play a wizard instead and call it a witch. Same basic chasis, MUCH better and wider spell selection, more spells per day (specialist), very powerful school-based class features...

I would be totally open to seeing it not nerfed but "rebalanced." Perhaps it dazes for round/level instead. Still takes stuff out of the fight, and works on more creatures in return for not being instant death. If that's too strong, let an adjacent creature slap the dazed one as a standard to grant it a new attempt at the will save.


StreamOfTheSky wrote:

The only reason Slumber isn't overpowered is because the witch's actual spell list is so narrow and cripplingly overspecialized on mind-affecting will negates offensive spells that from a purely optimizing standpoint, without Slumber you'd be a fool to not just play a wizard instead and call it a witch. Same basic chasis, MUCH better and wider spell selection, more spells per day (specialist), very powerful school-based class features...

I would be totally open to seeing it not nerfed but "rebalanced." Perhaps it dazes for round/level instead. Still takes stuff out of the fight, and works on more creatures in return for not being instant death. If that's too strong, let an adjacent creature slap the dazed one as a standard to grant it a new attempt at the will save.

Yup. +1


There are very strong options for hexes that make the Witch plenty useful even ignoring the spell list completely.

Misfortune is my staple. Use it all the time- and its not mind effecting. Works on anything that fails the save.

Evil Eye. it is mind effecting but still very nice.

Agony. (not mind effecting)

Retribution. (not mind effecting)

Heck unless it Is immune to mind effecting I rarely get around to using Retribution because I'm too busy using Misfortune and Evil Eye'ing all its combat abilities to mush. The spell list is just gravy or something to fall back on for a creature that is immune to mind effecting and you've already misfortuned, agonied and retributioned it.
(granted, agony and retri are both post 10th level)

Now I do admit not every person is for every clas.. but if the spell list of the witch is what you are using, you are neglecting your most powerful class ability.

-S


@ Selgard -

The thing you're missing out on is that the game system doesn't live in a vacuum to be interpreted without the effects of players and GMs traversing within it. Any conversation that starts with "this part of the game is flawed and it's the designer's fault" is at least partially incorrect.

Rule 0 exists so the game can be balanced to meet the needs of the group playing the game. That's pretty much the only reason for it.

As for DMs not explaining rules changes I agree, as for DMs doing anything they have to to maintain the challenge of the game such that the rest of the party isn't screwed with.. that's different entirely.

I currently play an 11th level witch with the Slumber hex and have been playing with the hex since 1-2 level. My DC for the opponent's will save is 21. Granted that seems pretty good all things considered. There are problems though.

1. Elves and Half Elves
2. Undead
3. Constructs
4. Oozes and other foul things immune to sleep.
5. Casters, Clerics, Paladins, Anti-Paladins or others with high will saves or bonuses to saves.

I play with a pretty good GM and there have been times when Slumber has been an encounter ender. There have been times when it's been useless. It's evened out.

It's also not instant death. Most enemies have minions that can wake them before the average party can get someone up to 30 feet away wait a full round to set up coup de grace and then execute it. Sure, there are ways to do it, but does your team have enough actions to do it in the same round and are your enemies stupid enough to not have backups like contingency spells and other things?

It's easy to say something is overpowered. It's a lot harder to say any of the following and accept it.

DM: Man I wish I had read my player's character sheets before playing.
DM: Man I wish I had read the rules concerning my player's character.
DM: Man I wish I had thought about the intelligence of my villains and how they'd set themselves up just in case things went south.

or in the case of where an entire night's work went down the crapper and the players and DM were deflated:

DM: Man I could have done any of the above and avoided this while giving my players a better experience.. I sucked tonight. I'll need to do the above, apologize to my players, congratulate the one who pulled one off on me and be better next time.

In short, every DM has been there. Self included. It's part of becoming a better DM.


No...even with slumber and witch's weak spell list, the spells are still the most powerful class feature. They include all the will save or lose goodies the hexes do, and tons more utility stuff besides. There is no grand hex to create your own demiplane where time flows 2x as fast or as slow as normal (greater create demiplane).

Their other hexes (ie, without slumber) MIGHT be a bit stronger than the wizard's free feats + school bonuses. But not by nearly enough of a margin to make up for the spell list disparity. I guess Ice Tomb, which is in some ways even better than slumber but no one ever complains about it because it's level 10+ or something, is another big selling point. But by then you have enough spell slots to toss around save or lose spells at all the major threats as a wizard anyway.


Selgard wrote:

There are very strong options for hexes that make the Witch plenty useful even ignoring the spell list completely.

Misfortune is my staple. Use it all the time- and its not mind effecting. Works on anything that fails the save.

Evil Eye. it is mind effecting but still very nice.

Agony. (not mind effecting)

Retribution. (not mind effecting)

Heck unless it Is immune to mind effecting I rarely get around to using Retribution because I'm too busy using Misfortune and Evil Eye'ing all its combat abilities to mush. The spell list is just gravy or something to fall back on for a creature that is immune to mind effecting and you've already misfortuned, agonied and retributioned it.
(granted, agony and retri are both post 10th level)

Now I do admit not every person is for every clas.. but if the spell list of the witch is what you are using, you are neglecting your most powerful class ability.

-S

I agree with this post entirely but I will add that if you choose your spells wisely from the list provided you can crowd control with the best of em at low levels. The challenge of playing a witch in my opinion is making the most of your limited number of actions in any given combat.


Aidan316 wrote:
It's also not instant death. Most enemies have minions that can wake them before the average party can get someone up to 30 feet away wait a full round to set up coup de grace and then execute it. Sure, there are ways to do it, but does your team have enough actions to do it in the same round and are your enemies stupid enough to not have backups like contingency spells and other things?

That's why you use teamwork to delay/ready to use it just before an ally's turn who's already within a 5 ft step of melee with said bad guy to use it (ditto for the sleep and Hold spells, and anything else that sets up a CDG but can be quickly negated). Requires patience and some coordination, but works much better. Best way for bad guy to protect against slumber CDGs is to have minions packed close enough that it's impossible to take a CDG w/o provoking AoOs. Which...just invites area spells. Ah, I love the tactical concept of combined arms. :)


StreamOfTheSky wrote:

No...even with slumber and witch's weak spell list, the spells are still the most powerful class feature. They include all the will save or lose goodies the hexes do, and tons more utility stuff besides. There is no grand hex to create your own demiplane where time flows 2x as fast or as slow as normal (greater create demiplane).

Their other hexes (ie, without slumber) MIGHT be a bit stronger than the wizard's free feats + school bonuses. But not by nearly enough of a margin to make up for the spell list disparity. I guess Ice Tomb, which is in some ways even better than slumber but no one ever complains about it because it's level 10+ or something, is another big selling point. But by then you have enough spell slots to toss around save or lose spells at all the major threats as a wizard anyway.

This is a case where what level and how you play your witch makes all the difference in the world.

1. In a general sense - Spellcraft is always going to be the most powerful option for a standard action IF you have the exact spell you need memorized and you have the time to cast it before someone nerfs you AND someone doesn't nerf your familiar. I just walk into spell combat knowing that I'm tossing Feeblemind first round at the opposing caster. Moreover, I know that someone's going to toss it at me. That's just how our game rolls.

2. In a combat sense - hexes are very powerful options because they're SU abilities, provoke no AoO, and generally have higher utility than most spells in the list. Retribution can absolutely shut down a melee boss. Same with Ice Tomb.. In fact I'd place these two hexes at a premium over Slumber because there are fewer things immune. Want more range than you'll ever need.. Scar your teammates before a fight. If any of them get separated from you, you still have the ability to buff them and hex anything within 30 feet of them so long as they're less than a mile away. That's cool.


StreamOfTheSky wrote:
Aidan316 wrote:
It's also not instant death. Most enemies have minions that can wake them before the average party can get someone up to 30 feet away wait a full round to set up coup de grace and then execute it. Sure, there are ways to do it, but does your team have enough actions to do it in the same round and are your enemies stupid enough to not have backups like contingency spells and other things?
That's why you use teamwork to delay/ready to use it just before an ally's turn who's already within a 5 ft step of melee with said bad guy to use it (ditto for the sleep and Hold spells, and anything else that sets up a CDG but can be quickly negated). Requires patience and some coordination, but works much better. Best way for bad guy to protect against slumber CDGs is to have minions packed close enough that it's impossible to take a CDG w/o provoking AoOs. Which...just invites area spells. Ah, I love the tactical concept of combined arms. :)

My experience is that if you're a witch and get fancy with delaying your actions until later in a turn, you're a dead witch. Everything that a witch does requires high or preferable initiative to get a drop on someone else.

Now I'll be very fair and say that I'm playing in a campaign with a very good DM that knows the rules and the characters in the group. If the enemies are intelligent creatures, and they almost always are, they fight that way.

My ultimate point is, if a party needs a situation to roll a certain way or has to fight a certain way to get a certain effect they want, there's a tactical trade off in play that makes the overall rules situation acceptable and not broken. If we're then saying that only feats and abilities that work the same way all the time are broken.. I'd argue that there are other more broken things in the rules that no one chats about.


Odraude wrote stuff.....

Most of my BBEGs tend to be +2 to +3 in levels above the party. No minions. My group enjoys beating down a single "named mob". They enjoy the teamwork aspect taking down a tougher foe.

Now, I use summoned foes to harry the witch when I'm using a single BBEG.


Aristin76 wrote:

Odraude wrote stuff.....

Most of my BBEGs tend to be +2 to +3 in levels above the party. No minions. My group enjoys beating down a single "named mob". They enjoy the teamwork aspect taking down a tougher foe.

Now, I use summoned foes to harry the witch when I'm using a single BBEG.

Issue with running solos is that the PCs will always have more actions than a single boss. I rarely run a big solo unless he is a monster or magical beast that I can tool to give him an action economy advantage. Something like making the terrain unbearable to others but not him, or quills on it's back that damage melee users slightly whenever they attack. I actually find golems and oozes to be the best solos. An ooze golem would be... scary...

But, it's a sad truth you'll learn, especially at later levels of the game.


Playing my witch does make me feel that the witch spell list needs to be expanded to include some more combat impacting spells.

However, his hexes are pretty powerful too. Prehensile hair is actually his best attack and is pretty nice damage with reach and can trip.

I do think slumber is overpowered and deliberately avoided taking it for that reason.

The main thing I have learned in playing a witch is that, at least in my experience, initiative is critical. Witches simply have to go as early as possible to be effective.

To offset some of the spell limitations, I have been investing in Use Magic Device.

Liberty's Edge

If a DM has to build encounters, and thus a campaign and a world around one class ability, then that ability is probably a little too strong.

It's similar logic that I use with spells like Divination and Commune. Once a player starts getting access to those spells and starts using them regularly, then the DM has to really change the way the world works in order to keep the campaign intact. Lead-lined palaces, Gods that lie, etc. I love playing wizards and clerics, but I never touch those spells because they're just way too strong.

That having been said, I feel like one way of approaching the issue would be to cap the DC of the witch's minor hexes at 15+int modifier, or in other terms, witch level 10. This would keep their effectiveness equivalent to a level 5 spell, and honestly, would only even affect the game at all at level 12 and beyond. This would also give a good, tangible difference between the major and the minor hexes in terms of effect and difficulty to resist.

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