Minor debuff?


Rules Questions

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>

3 people marked this as FAQ candidate. Staff response: no reply required.

In another thread someone said, that the witch hexes are meant as minor buffs and debuffs. Suprised me, because thats not what i read there.

Take following scenario, the tarrasque is lose again and wants to destroy some city. Fortunately for the city they have 16 brave lev 8 witches, all of them have evil eye, cackle, misfortune and slumber. (technically being a CR 16 encounter so way below the tarrasque)
They await the tarrasque in an open field with clear visibility in all directions (so suprise round happens at several hundred feet distance) and the witches stand in a square of 40 to 40 ft, no witch adjacent to another. Some city guards wait 100 ft behind them.

The int 3 tarrasque does not see the obvious trap, charges in and kills 1 witch (no cleave because they are not adjacent and not simply trample them flat, because somehow a tarrasque cannot trample.) and causes one to fall prone with awesome blow.

All the other witches close in as far as possible (4 of them dying due to AOOs), so everyone can be inside 30 ft of tarrasque, and use evil eye on tarrasque targeting save, except the last witch. So 10 witches use evil eye.

"Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4."

Its SU, so SR of tarrasque is of no use.
The save is around 19, so the tarrasque makes the first save, but gets a -4 to saves anyway. The penalties are from different sources, as these are different witches, so they stack. The second save is probably made as well, but the 3rd and following are not made. So -40 to saves this round and -32 for 8 rounds. The last witch to act uses slumber, tarrasque is not immune to sleep (its immune to mind effect which is something different from sleep see e.g. undead immunities listing them both in separate lines), tarrasque falls asleep for 8 rounds.

Next round 1 of the witches, whose evil eye lasted only 1 round, teleports somewhere to fetch other witches, while the slumber casting adds her evil eye. one witch adds misfortune for the tarrasque. All witches continue to cackle the tarrasuqe remains asleep at -36 to saves and double roll with taking the worse result. 20 city guards arrange themselves around the tarrasque inside 5 rounds and start using coupe de grace each round.

The city spends a fortune on a schedule with further guards and 10 cackling lev 8 witches (and a lot of people providing them with something to drink) until someone has a good idea what to do next, because the constant day and night hacking before the city gates is bad for business.

If a bunch of 40 lev 8 witches can be teleported next to an unsuspecting demon lord (so they act in the surprise round and he cannot) they can slay him as easily without chance of survival. With the rules even a god could be slain(or at least kept in the same state as tarrasque), if surprised and if he has saves below 100(otherwise it gets difficult to get all the witches inside 30 ft).

Now, thats not what i would exactly call a minor debuff.

Of course you could claim, that evil eyes do not stack, but i dont see that, as evil eye is not a status effect like sickened, but just a plain penalty and those stack.

Also the other hexes are not that bad either, because they are SU and there are 3 somewhat close to save and die(sleep, misfortune, agony) or at least save and my-god-what-a-shit-effect and they are at will useable at least once against each enemy and one seldom faces enemies more than once.

So where is the minor part?


carn wrote:
The penalties are from different sources, as these are different witches, so they stack.

They're considered the same source, ie. 'Evil Eye'.

Like if there was a particular spell or magic item that gave an untyped bonus, you couldn't use multiple uses of the spell (even by different casters) or item to stack effects.


PRD wrote:
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells

So sadly, it does not work.


Ok.

Very lucky for all those demon lords otherwise suceptible to mass witch teleport attacks.

But i still don't see the minor effect about a debuff that ignores spell resistance and gives effectively a -5 on all rolls for 2 rounds and is extendable by a move action.(misfortune+cackle)
Same with fortune and cackle, entire party gets +5 for one roll per round, as long as witch spends move actions to extend. Maybe not possible for entire days, but if you know some important encounter is coming.

And sleep is the best 1st level spell, when first level. Beyond it only gets bad, because of level restriction. Witch gets it at will bypassing spell resistance.
What is better, Irresistable dance which bypasses save for 1 round or witch sleep which bypasses spell resistance for 1 round for things that sleep?
Some ally of target has to spend turn to wake target - if its allies can act before the fighter standing next to target, otherwise its save or die bypassing spell resistance.

Agony not that good (save each round) but bypassing spell resistance to target fortitude is good.

Even healing is rather useful in case party forgot to bring cleric along, worth 3 1-2nd-level and 3 3rd-4th level spells per day.

I realy cant see the minor part, their hexes are depending upon situation as good as at will 1st-8th level spells.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tanis wrote:
carn wrote:
The penalties are from different sources, as these are different witches, so they stack.

They're considered the same source, ie. 'Evil Eye'.

Like if there was a particular spell or magic item that gave an untyped bonus, you couldn't use multiple uses of the spell (even by different casters) or item to stack effects.

Doesn't the same source/different source rules only really apply to spells, which evil eye is not?

Penalties in general stack with one another whereas bonuses do not.


Ravingdork wrote:
Tanis wrote:
carn wrote:
The penalties are from different sources, as these are different witches, so they stack.

They're considered the same source, ie. 'Evil Eye'.

Like if there was a particular spell or magic item that gave an untyped bonus, you couldn't use multiple uses of the spell (even by different casters) or item to stack effects.

Doesn't the same source/different source rules only really apply to spells, which evil eye is not?

Penalties in general stack with one another whereas bonuses do not.

Fear the witch bomb, demon lords!!!!!!


In your example of 16, level 8 witches, it sure does show them as effective.
But not only are you using stacking to do this, but you are talking about 16 witches, thats a lot?
Using one witch, as probably found within a party, would be a different storey and Im sure she wouldnt be anywhere as spectacular with the one gun blaring.


Hairy Legs in the Dark wrote:

In your example of 16, level 8 witches, it sure does show them as effective.

But not only are you using stacking to do this, but you are talking about 16 witches, thats a lot?
Using one witch, as probably found within a party, would be a different storey and Im sure she wouldnt be anywhere as spectacular with the one gun blaring.

Well, if at lev 8 the GM want to shock the party with an epic encounter and sends a stone golem, the witch uses misfortune (DC 19, golem will save +3) upon him and spends the rest of the combat laughing. Having a effective -5 at all rolls and the option to add -4 to saves, attack or ac or maybe all of them (in case evil eye from same witch stacks when targeting different stats) should make the encounter normal.

All the while the wizard stands around doing nothing, because he cannot effect the golem.

And if in the next combat the DM got angry and let them be surprised by a purple worm, who bites and grapples the witch (to swallow her next round). She just sleeps the thing, because for a supernatuaral ability she doesnt need concentration check while being biten by the purple worm.

The selling feature of the witch hexes is at will once per target, duration increase with move action, no concentration, no spell resistance, DC scales with level and no AOO.

I cant see much to miss, except something which is a save or die useable against any possible target. But at least a powerful debuff (misfortune), that can effect any target. And something targeting ref also is missing. But i think she also has a spell list.

And in case the GM makes mistake and allows leadership, my examples become suddenly an option. Leadership scores of 14 gives 15 lev 1 followers most likely of the player class. Those 15 lev 1 witches can - if evil eye stacks - give any target, even a god, a -30 to all saves for one round each round with no chance of save, resist or whatever. OFC they die like flies, but if you can prepare for battle those followers can be very useful.

RPG Superstar 2009 Top 32

2 people marked this as FAQ candidate. Staff response: no reply required.

Why use such high level witches? At level 4 your debuff witches will have evil eye and cackle for the debuff and an EL15 is 64 level 4 witches instead of the 16 level 8 witches.
16 at -4 yields a -64 to saves
64 at -2 yields a -128 to saves!

To get them all in there remember you can put 4 small creatures in one square(oooh -4 to AC and -4 to hit), these are halfing witches afterall!

Heck have them drink potions of reduce person and then you can fit 8 of them per square.

Or they drink a fly potion and buzz around like flies.

For teleporting them in think of how many reduce person flying halfling witches you can fit in a portable hole! But if you are attacking a demon lord maybe best to use a Gate to flood through with.

It really comes down to the question does the witches hexes stack?

The type is unnamed, if it was listed as morale, or luck, or anything they it would NOT stack, but since it is an unnamed bonus it should stack.

OK Devs! we need an official ruling on witches hexes and do they stack!

RPG Superstar 2009 Top 32

I personally think the hex should act just like spells, allowing SR.


OgeXam wrote:
Why use such high level witches?

Cause they have to be 10 feeet apart, otherwise tarrasque uses greater cleave and kills them all in one standard action. And spreading 64 witches might have them end up to far away to move in and use evil eye.

Also 2 rounds of sleep might be not enough to use coup de grace, as it is full round action.


Ravingdork wrote:
Tanis wrote:
carn wrote:
The penalties are from different sources, as these are different witches, so they stack.

They're considered the same source, ie. 'Evil Eye'.

Like if there was a particular spell or magic item that gave an untyped bonus, you couldn't use multiple uses of the spell (even by different casters) or item to stack effects.

Doesn't the same source/different source rules only really apply to spells, which evil eye is not?

Penalties in general stack with one another whereas bonuses do not.

"Same source" applies to all effect types. However if you were to somehow render the target shaken, then evil eye it, then hit it with bestow curse and touch of idiocy all the penalties from these various things would stack. Heck you could even evil eye it again against a different thing (say to hit instead of AC or save throws) and that would stick since it's not doing the same thing this time.

RPG Superstar 2009 Top 32

With flying low level witches you can fit a TON of them around the creature that are not adjacent.

Plus since you have a ton of low level witches you have a bunch that have the slumber hex, and when one is going to wear off the other one or two hit him with it, just in case the creature rolls a natural 20.

I drew a few quick layouts of creatures that are 30' from just a large sized creature, on the ground you can fit at least 28. double them up and you have 56. Ok a creature with greater cleave can kill 2 of them... oooh. Make them reduced person halflings and you can fit 112 within 30' of a large creature on just the ground, and yeah he can greater cleave 4 of them at a time... Add flying into the mix and the numbers sky rocket!

Level 4 witches are far more common the level 8, and cheaper to hire as well.

RPG Superstar 2009 Top 32

PRD-Magic (Bonus Types) wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.

Since the hex is a penatly without a type it always stacks.

The argument about 'from the same source' refers to bonusses "Bonuses without a type always stack, unless they are from the same source"

Should the "unless they are from the same source" also be appended to the previous line about penalties? Thereby fixing the multiple witch evil eye hex bomb.

Contributor

Do you think multiple applications of slow should stack? Bane? Prayer?


OgeXam wrote:
I personally think the hex should act just like spells, allowing SR.

As the witch has the same stat requirements as the wizard, has a less useful spellbook (you cant make copies of your familiar), has 1 spell/day/spell level less(no school specialization), has a much smaller spell list and no school bonuses, she needs something to offset this. And it has to be something good, therefore i think one could leave the SU.

Or alternatively when making them spell like, giving them such level, that witch can select quiken spell like ability for some.

In other cases, i think hexes would not offset the disadvantages the witch has otherwise.

Only the witch bomb is of course an unintended exploit, so just clarification, that several hexes targeting same stat do not stack.


I think i try a more formal estimation about how useful witch hexes in a adventuring party are.

Format: usefulness lev 1-4/ usefulness lev 5-7/ usefulness lev 8-15/ usefulness lev 16-20 if only one usefulness for all levels

X opC = as good as fixed level X spell once per combat (i think spells useable only once per creature per 24 hours are about as good as once per combat)
X pD Y = as good as fixed level X spell Y times per day
X aW = as good as fixed level X spell at will
A lot of them i rate more useful at higher levels, because spell resistance is more important at higher levels, a spell ignoring spell resistance would probably be at least 2 levels higher as those ignoring saves are 3-4 levels higher.

Blight: 0 aW
Cackle: -/-/+1 spell level for misfortune, fortune

Cauldron: 1 pD 1

Charm: 0 opC

Coven: -

Disguise: 1pD2/ 1pD5/ 1pD10/ 1pD20

Evil Eye: 1aW/1aW/3aW/4aW

Flight: 1aW/1aW+3pD2/ 1aW+3pD3/ 1aW+3pD4/

Fortune: 1pD3/1pD3/2(3)pD3/3(4)pD3

Healing: 1pD4/2pD4/2pD4/2pD4

Misfortune: 1opC/1opC/3opC/4opC

Slumber: 0opC/2opC/6opC/6opC

Tongues: 1pD1/1pD5/3pD8/3pD12

Ward: 1opC/1opC/2opC/2opC

Agony: -/-/4opC/4opC

Hag’s Eye: 5pD8/5pD12 (reduced casting time to normal arc eye)

Major Healing: 3pD4/4pD4

Nightmares: 1aW/1aW

Retribution: 4opC/4opC

Vision: GM dependent

Waxen Image: 3opC/3opC

Weather Control: 6pD1/6pD1

Death Curse: 4opC

Eternal Slumber: 5opC

Forced Reincarnation: 5opC

Life Giver: 8pD1 (casting time and cost better)

Natural Disaster: 8pD1

So i think witch hexes are very useful, as she gets the equivalent of spell level 4 at will spells, spell level 6 once per combat and spell level 8 once per day later. This offsets her fewer spells and limited selection.

RPG Superstar 2009 Top 32

Sean K Reynolds wrote:
Do you think multiple applications of slow should stack? Bane? Prayer?

Do I think they should stack? No

The rules state that they do stack though, only bonuses do not stack from the same source.

Though there is a HUGE difference between Slow, Bane and Prayer versus Evil Eye Hex. The first three are spells while evil eye hex is Super Natural. If you have SR or immune to spells the first three are easily dealt with.

The Evil Eye Hex says: no SR, works on everybody accept those immune to mind effecting, you get a save, but even if you do save you are pwned for one round. So no matter who or what you are you are taking the penalty for 1 round, oh wait cackle, so you take the penalty until you kill or silence the witch, or move out of her range.

A 4th level witch can make a god have a -2 to something! That should be something very very very rare, some how getting past SR and the god rolling a 1 on its save. Not with the witch the witch says no matter what you roll you take the -2 for 1 round plus as I cackle.

Being a super natural ability revs up its power level a lot! Make it a spell like ability and that helps some.

The best way to fix it would put the "unless they are from the same source" with the penatlties as well as the bonuses. Or remove it from bonus and add a line "Bonuses and penalties from the same source do not stack." With same source defined as same power, spell, ability, feat, etc.


OgeXam wrote:

Not with the witch the witch says no matter what you roll you take the -2 for 1 round plus as I cackle.

Being a super natural ability revs up its power level a lot! Make it a spell like ability and that helps some.

I made the same mistake, the 1 round evil eye ends before the witchs turn.

And if you make all spell like, once has to think carefully, if and which hexes are avaible for quikened spell like ability.

RPG Superstar 2009 Top 32

carn wrote:
I made the same mistake, the 1 round evil eye ends before the witchs turn.

Unless the witches turn goes as thus: standard action-evil eye hex, move action cackle.

Then on later rounds they just need to cackle sometime during their turn to extend the evil eye hex

RPG Superstar 2009 Top 32

carn wrote:
And if you make all spell like, once has to think carefully, if and which hexes are avaible for quikened spell like ability.

How about a simple line added to the hex description that the hex is considered a spell for bypassing SR (using the character witch level only).


OgeXam wrote:
carn wrote:
And if you make all spell like, once has to think carefully, if and which hexes are avaible for quikened spell like ability.
How about a simple line added to the hex description that the hex is considered a spell for bypassing SR (using the character witch level only).

Because that would defeat the point of it being a supernatural ability?


I'm not sure they need to be affected by SR. First off, if the witch is mostly just hexing then we are mostly talking about small penilties. Granted misfortue basicaly rocks. However, if the witch sits there and hexes and cracles (cus it's awsome and broken) she dose no damage, no healing, just adds negitives to the enimes. That means the party has to pick up the slack. Now if hexes did damage or could kill you, like say:fireball, lightning bolt, MM, ect then SR is good. The wizard ether buffs allies or attacks, while the which just debuffs.

The flip side is the witch can do this all day, like the figher can fight. Fighters are limited by HP i know, but if you make the enimes roll twice at -2 and take the worse... odds are they are doing much less damage. and even a weak figher is improved with a -2 ac debuff on it's target. The witch helps everyone else look better and survive longer without actualy hurting anything.

the misfortune/crakle/evil eye combo is a really high lvl combo. as high as lvl 1 for humans, lvl 2 for everyone else. at lvl 2 a human witch can pick up healing and be even better.

Oh question, the healing hex, if your target has SR but wants to be healed, as in my parties dwarf tank who took the racial SR, is the hex heal affected?

RPG Superstar 2009 Top 32

Abraham spalding wrote:
OgeXam wrote:
carn wrote:
And if you make all spell like, once has to think carefully, if and which hexes are avaible for quikened spell like ability.
How about a simple line added to the hex description that the hex is considered a spell for bypassing SR (using the character witch level only).
Because that would defeat the point of it being a supernatural ability?

Not really, since there is still no AoO and works in a silence area. Cackle does not state that the sound must be heard. A witch can "cackle madly as a move action" and still make no sound due to silence.

Oh that mades me think about a silence invisible witch that debuffs without making sounds invisible and can pwn enemy casters by walking hear them. All their hexes still work!

Debuffing is equal to buffing. A bard is a party support buffing guy, and is a strong class when played correctly. A witch debuffing the BBEG causing him to miss gives the others more time to kill him.

Witches have offensive hexes: slumber, retribution, agony, waxen image, death curse, eternal slumber, forced reincarnation.
Those hexes are offensive in nature and can really rock a creatures world.

These are only the hexes, we are not even touching their spells.


OgeXam wrote:
Abraham spalding wrote:
OgeXam wrote:
carn wrote:
And if you make all spell like, once has to think carefully, if and which hexes are avaible for quikened spell like ability.
How about a simple line added to the hex description that the hex is considered a spell for bypassing SR (using the character witch level only).
Because that would defeat the point of it being a supernatural ability?

Not really, since there is still no AoO and works in a silence area. Cackle does not state that the sound must be heard. A witch can "cackle madly as a move action" and still make no sound due to silence.

Oh that mades me think about a silence invisible witch that debuffs without making sounds invisible and can pwn enemy casters by walking hear them. All their hexes still work!

Debuffing is equal to buffing. A bard is a party support buffing guy, and is a strong class when played correctly. A witch debuffing the BBEG causing him to miss gives the others more time to kill him.

Witches have offensive hexes: slumber, retribution, agony, waxen image, death curse, eternal slumber, forced reincarnation.
Those hexes are offensive in nature and can really rock a creatures world.

These are only the hexes, we are not even touching their spells.

And... so what? Why should this mean that the abilities should have SR applied? (btw spell-like abilities work in silenced areas too) Should a debuffing fighter have to contend with SR? (dazzling display leaps to mind)

RPG Superstar 2009 Top 32

Abraham spalding wrote:
And... so what? Why should this mean that the abilities should have SR applied? (btw spell-like abilities work in silenced areas too) Should a debuffing fighter have to contend with SR? (dazzling display leaps to mind)

Well the debuffing fighter has a check to make, dazzling display is an intimidate check. A 4th level fighter is not going to intimidate a god. While a 4th level witch will give that god a -2 on round 1 then do it again for -4 on round 2, -6 on round 3, -8 on round 4, etc. as she cackles away debuffing the god.

It comes down to a low level witch can auto debuff a creature of any CR. A low level fighter cannot. There is no balance for the power, it is too opened ended. Higher level creatures normally have some SR, which helps balance the power. Yet since it is super natural the balancing factor is gone.

Look at the power this way, if you do not even have the failed save for rounds it could read like this:
"As a standard action apply a -2 to .... against a creature for 1 round, spend a move action to extend the effect 1 round. This effect is only stopped by creatures immune to mind effecting effects. This effect stacks with itself."

Wow that is a pretty awesome ability. That is what it is in a nut shell. This is an at will all day ability, rinse and repeat ability. I cannot think of any other at will ability that even comes close to how strong the evil eye and cackle combo is.


OgeXam wrote:
Abraham spalding wrote:
And... so what? Why should this mean that the abilities should have SR applied? (btw spell-like abilities work in silenced areas too) Should a debuffing fighter have to contend with SR? (dazzling display leaps to mind)

Well the debuffing fighter has a check to make, dazzling display is an intimidate check. A 4th level fighter is not going to intimidate a god. While a 4th level witch will give that god a -2 on round 1 then do it again for -4 on round 2, -6 on round 3, -8 on round 4, etc. as she cackles away debuffing the god.

Honestly again: Same effect -- you can't keep debuffing the same thing. Also what is the god doing that the witch isn't gone yet after the first attempted action? You give up a standard and move action for a -2 (since your stacking can not happen) -- good luck getting away.

RPG Superstar 2009 Top 32

Abraham spalding wrote:


Honestly again: Same effect -- you can't keep debuffing the same thing. Also what is the god doing that the witch isn't gone yet after the first attempted action? You give up a standard and move action for a -2 (since your stacking can not happen) -- good luck getting away.

First off yes it does stack "although most penalties have no type and thus always stack". Scroll up to see the full text on that one.

Second it is not one witch but a bunch of little witches helping take down the god or .

Let's say there a kraken causing problems in Some bay. They hire Derick the Druid to take care of the problem. Derick is only a 9th level druid (CR 8) and the kraken a CR 18. no chance right?
Well Lucky for Derick he knows a coven of halfling witches. They are only 1st level(CR 1/2) and all know evil eye (it is a coven thing you know) but there are a lot of them.
So Derick piles on the halfling witches onto a ship and sets sail, knowing any boat that tries to leave the bay is attacked by the kraken.

He brings only 32 halfing witches with evil eye and they are all on the deck while Derick hides out in the crow’s nest. He gave orders that when the Kraken attacks they must wait for his whistle then run over and evil eye the Kraken. (he sets a ready action to once 12 halfling witches go over and evil eye the kraken to baleful polymorph it)

surprise round:
The Karken move actions up and attacks the boat... ROAR!!!! kills a halfling (down to 31) surprise round over.
round 1:
The Kraken wins init and kills 11 halflings! (down to 20)
Halfling delay till they here signal. Derkick goes last in round and whistles and readies his action.
Halflings surge forward looking at the Kraken with their evil eye, one dies from AoO (down to 19). 12 halfling evil eye it, and the kraken makes all his save he is at -24 to for saves for 1 round, Derick Baleful polymorphs the Kraken his DC is 17 the Kraken is at a -3 fort save so needs a nat 20 to not turn into a chicken.
Kraken rolls a nat 20!!! miracle it lives! other 9 evil eye (-18 till the start of their next turn)
round 2:
Kraken kills 11 halflings! (down to 8)
3 of the original 12 evil eye the kraken (fort at -24)
Derick hits him with is last baleful polymorph, again the Kraken needs a nat 20 to live.
Poof, chicken!

Should a single 9th level druid, and 32 1st level witches (EL 10) be able to take down a Kraken? Oh and make it an almost impossibility for the Kraken to survive?

Oh and the xp!!! woot Derick is going to level a few times and those last 8 halfling witches will have enough xp to level a bunch as well.
And the loot, at triple loot for a CR 18!!! Derick casts water breathing and they go loot hunting.


Abraham spalding wrote:
Honestly again: Same effect -- you can't keep debuffing the same thing. Also what is the god doing that the witch isn't gone yet after the first attempted action? You give up a standard and move action for a -2 (since your stacking can not happen) -- good luck getting away.

+1.

If you look at Combining Magic Effects on pg 208, I think it makes it pretty clear.

core rules wrote:

Several other general rules apply when spells or magical effects operate in the same place:

Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.

I think it is pretty clear that this text implies both spells and magical effects, and not just spells only. Unless you'd like the rules to read as a tax code, and be 1000's of pages long, you have to accept that not all verbiage is present in every sentence.

I don't think it is rational to read it as only the subset of magical effects that are spells are subject to stacking rules, since clearly this section is meant to discuss magical effects in general. The label is "Stacking Effects", and I think the intention of the reference to spell is shorthand for "spell or magical effect".

RPG Superstar 2009 Top 32

FarmerBob wrote:

...+1.

If you look at Combining Magic Effects on pg 208, I think it makes it pretty clear.

core rules wrote:

Several other general rules apply when spells or magical effects operate in the same place:

Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.

I think it is pretty clear that this text implies both spells and magical effects, and not just spells only. Unless you'd like the rules to read as a tax code, and be 1000's of pages long, you have to accept that not all verbiage is present in every sentence.

I don't think it is rational to read it as only the subset of magical effects that are spells are subject to stacking rules, since clearly this section is meant to discuss magical effects in general. The label is "Stacking Effects", and I think the intention of the reference to spell is shorthand for "spell or magical effect".

As you clearly point out it says spells. Is the intent spells and other magical effects? maybe, but that is not the letter of the rules. As it stand currently super natural abilities are NOT spells, and therefore NOT constrainted byt he rule that states spells do not stack with themselves.

It is a hole in the rules accidently brought in by the APG. It just needs to be plugged.


The ability can get pretty nasty with the ability to stack, but let's not get carried away. There are plenty of abilities that can get rediculous if carried too far.

How about this:

In a kindom of 50,000+ people send out teachers. They will teach a total of 20,000 people to be level 1 wizards. Then gather them togather and have a high level wizard cast a gate spell to open right beside some demon lord or other bad guy you want dead. Have every caster in range cast magic missle. A natural 20 will auto-succeed on the SR check (unless I missed a change to that). So 1 out of every 20 spells will get through. By the time they'll all cast at least 1 magic missle that's 1,000 missled for 1d4+1 or an average damage of 3,500 damage.

Or let's go more simply. Don't teach them anything, but arm 20,000 people with long bows. Get enough wizards to cast magic weapon 400 times, each time making 50 arrows into +1 arrows. Since it's a first level spell that shouldn't be too hard. Get them all togather and cast Gate and place it right beside anything you want to kill that doesn't have DR/Epic. Each person fires 1 arrow through the gate. As above with a nat 20 being an auto-hit that's an average of 1000 hits. If I'm correctly remembering the long bow as being a d10 weapon that's 1000d10+1000 or an average damage of 6,500 damage.

The witch takes fewer people but with enough firepower just about anything will go down.

To address a few points at the OP.

1) I know it was mentioned in another thread that the Slumber ability is a compultion effect and doesn't work on anything immune to mind affect abilities (like the Terrasque).

2) Any demon lord stupid enough to not have a forbidance on his home to at LEAST keep out the other teleporting demon lords deserves what teleporting fate befalls him.

3) All of these plans for instakilling Krakens, Gods and Terrasques are guaranteed suicide for many of those involved. I know most witches I play would not be keen on volunteering.


OgeXam wrote:

As you clearly point out it says spells. Is the intent spells and other magical effects? maybe, but that is not the letter of the rules. As it stand currently super natural abilities are NOT spells, and therefore NOT constrainted byt he rule that states spells do not stack with themselves.

It is a hole in the rules accidently brought in by the APG. It just needs to be plugged.

I don't think Paizo will spend the energy to plug "holes" like this. It would cause a big bloat in the size of the books, and not really add much value aside from ending arguments about how to parse sentences. I think it is important to look at the context of individual statements when interpreting them to define their meaning. It is impractical to make all sentences hold up standalone, I'm sure.

At some point, it is up to the DM to arbitrate what the rules mean. If he decides it makes for a better game that a hundred witches can nerf the tarrasque, so be it. But in my opinion, reading the full context of the "Combining Magical Effects" section is that intention of the designers is that the "Stacking Effects" clause applies to all forms of magical effects. I can't think of a game design reason why it should only apply to one subset and not another.


One more followup, I also believe the "Same Effect with Differing Results" clause applies to the Evil Eye hex. In this case, if you used Evil Eye first to lower AC by 2, and then used Evil Eye next round to lower saves by 2, the second application would supersede the first, and the -2 penalty to AC would no longer apply.

That seems much more in line with a first level class ability.


OgeXam wrote:
FarmerBob wrote:

...+1.

If you look at Combining Magic Effects on pg 208, I think it makes it pretty clear.

core rules wrote:

Several other general rules apply when spells or magical effects operate in the same place:

Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.

I think it is pretty clear that this text implies both spells and magical effects, and not just spells only. Unless you'd like the rules to read as a tax code, and be 1000's of pages long, you have to accept that not all verbiage is present in every sentence.

I don't think it is rational to read it as only the subset of magical effects that are spells are subject to stacking rules, since clearly this section is meant to discuss magical effects in general. The label is "Stacking Effects", and I think the intention of the reference to spell is shorthand for "spell or magical effect".

As you clearly point out it says spells. Is the intent spells and other magical effects? maybe, but that is not the letter of the rules. As it stand currently super natural abilities are NOT spells, and therefore NOT constrainted byt he rule that states spells do not stack with themselves.

It is a hole in the rules accidently brought in by the APG. It just needs to be plugged.

It says spells or magical affects in the core rules. Supernatural affects are magical therefore they follow the same stacking/non stacking rules. Since the intent is clear there is no need to plug anything. There are a lot of things than can be misread to get around the intent if the player wants to bad enough. I don't want a book written in legalese however. If you need an example I will go to my favorite. ---> Show me where the dead condition says I can't take actions. Now I am sure we all know dead characters should be out of the game.

prd wrote:


Dead: The character's hit points are reduced to a negative amount equal to his Constitution score, his Constitution drops to 0, or he is killed outright by a spell or effect. The character's soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

See what I mean? The only real bad result is that I get start to decay. It does not even say I become a corpse which would at least open the argument that I am an object, and objects are not PC's.


FarmerBob wrote:

One more followup, I also believe the "Same Effect with Differing Results" clause applies to the Evil Eye hex. In this case, if you used Evil Eye first to lower AC by 2, and then used Evil Eye next round to lower saves by 2, the second application would supersede the first, and the -2 penalty to AC would no longer apply.

That seems much more in line with a first level class ability.

You can use all the penalties from one evil eye in succession. This was clarified by Mr.Reynolds. In other words a with could hit you with a penalty to attack, AC, and saves on subsequent rounds, and they would all apply. I thought only one penalty applied at first also until I saw the ruling. It just makes the witch more of a target though. :)


concerro wrote:
You can use all the penalties from one evil eye in succession. This was clarified by Mr.Reynolds. In other words a with could hit you with a penalty to attack, AC, and saves on subsequent rounds, and they would all apply. I thought only one penalty applied at first also until I saw the ruling. It just makes the witch more of a target though. :)

Got it. Looking back at the 3.5 PHB, the example they gave for "Same Effect with Differing Results" was Polymorph, which makes sense to me.


Sean K Reynolds wrote:
Do you think multiple applications of slow should stack? Bane? Prayer?

Slow specifies that it doesn't stack; if multiple party members cast prayer, the luck bonus wouldn't stack, and I'd be hesitant to let the penalty through (I'd probably say it's a luck penalty, but it's not really specified); bane, as long as different people cast it, I guess would work.

The thing that I think people are missing here is that the game is designed with a smaller party in mind than, say, 36, 150, or even 1,000 people. Yeah, leadership can bring allies into higher numbers, but the thing to remember is that at high levels you've probably already figured out your own way to take care of nearly all enemies anyhow. The fact that the witch has an option like this doesn't break the game. Any high-level caster can figure out something like this that ends foes quickly; it's just a matter of how.

Grand Lodge

I'd like to know where we're getting all these witches, and how we're convincing them to work together, some of them planning from the start on sacrificing themselves to give the rest a chance to maybe stop this foul beast. I mean, I thought the witch class was supposed to be a rare sight in Golarion.


OgeXam wrote:
carn wrote:
I made the same mistake, the 1 round evil eye ends before the witchs turn.

Unless the witches turn goes as thus: standard action-evil eye hex, move action cackle.

Then on later rounds they just need to cackle sometime during their turn to extend the evil eye hex

Right, somehow i was still locked in thinking from suprise round, where not standard and move action are possible.

Makes evil eye+cackle pretty awesome, even if evil eyes do not stack, because one can by spending a full-round action before casting any spell effectively increase the DC of the spell by 4. And of course the DCs of all other party members are increases by 4 for 2 actions. No save, no resist, only mind affecting immunity helps(missed that when thought about stopping tarrasque).

Is it as good as a at will spell of level 4 or level 5?


TriOmegaZero wrote:
I'd like to know where we're getting all these witches, and how we're convincing them to work together, some of them planning from the start on sacrificing themselves to give the rest a chance to maybe stop this foul beast.

A survival chance of about 60% is quite ok, compared to what some mercenaries accept, and the witches would earn far more, not 1.5 GP per day, but 100 GP or so.

Grand Lodge

carn wrote:
A survival chance of about 60% is quite ok, compared to what some mercenaries accept, and the witches would earn far more, not 1.5 GP per day, but 100 GP or so.

You're going to pay an 8th level witch 100gp to be a sacrifice to the Tarrasque?

RPG Superstar 2009 Top 32

The fix in this case would be less wording actually

PRD-Bonus Types wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.
PRD-Bonus Types updated wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one. Bonuses and penalties without a type always stack, unless they are from the same source.

RPG Superstar 2009 Top 32

The reason I am so concerned about this rule, is because if it does not get addressed I am going to use it.

I run The Cheese Grinder tournament and this is something that can take down a high level part with ease. So if it stays good for the tournament. If it gets fixed, then yeah for the rules.

When you run something that is by the book, the players will use the rules to the letter against the DM, well the DM needs to know those as well to use against the players.

In normal home fun play the DM can change the rules and make judgement calls at anytime. When you run something like Pathfinder Society games or a tournament that has a lot of different people that rules must be followed as written. Rules can be posted ahead of time to clear up the grey areas, as is done with Pathfinder Society.

My goal is for a better Pathfinder rule set. Not some crazy over lawyered 20,000 page document like the US tax code.

RPG Superstar 2009 Top 32

Oh my I like the legal hiccup on the dead state. <ROFL>

Only problem is to get to dead one must first go through negative hit points which the rules state you are unconcious, so therefore no movement.

Hmmm watch out do not kill that guy he will instantly become undead and attack again.

hahahahaha


OgeXam wrote:

Oh my I like the legal hiccup on the dead state. <ROFL>

Only problem is to get to dead one must first go through negative hit points which the rules state you are unconcious, so therefore no movement.

Hmmm watch out do not kill that guy he will instantly become undead and attack again.

hahahahaha

Being unconscious and being undead are two different conditions, and there are ways to be below 0 HP and still fight. Diehard combined with the half-orc's ferocity means keep fighting so if you go directly to dead and bypass being unconscious......


I think the general concensus is if stacking is permitted, which is doesnt appear so. then a gang of witches is awesome.

But put a first level fighter onto a first level witch and the only thing broken will be that witch!

In fact, put a witch up against most things mono-a-mono and i think youll see their weakness with a sole flimsy minor debuff. it all balances out really.

I just want to see a witch run for her life while cackling but apparently its not going to happen! But then its twice as funny to see a scared witch torn between laughing and running. i hope you can role play!!

As for overly stacking the same hex. most text can be read many ways, just think through whats logic and fair or inline with other classes and thats probably what it was meant to be.


Aside from the stacking issues:

Tarrasque is immune to mind-affecting effects, and Evil Eye is a mind-affecting effect.

carn wrote:
The last witch to act uses slumber... 20 city guards ... start using coupe de grace each round.

Even if it lands, the slumber hex ends immediately if the creature takes damage, so after the first coup-de-grace, it's awake, and cannot be the target of the Slumber hex again for 1 day.


OgeXam wrote:

The reason I am so concerned about this rule, is because if it does not get addressed I am going to use it.

...

My goal is for a better Pathfinder rule set. Not some crazy over lawyered 20,000 page document like the US tax code.

Fair enough. Looks like the "Combine Magical Effects" section was taken directly from the 3.5 SRD, for what it's worth.

If you want to throw another thing at a party that is as legal as stacking Evil Eye hexes, might I suggest an "Aura of Despair" kill zone set up by a handful of wizards? No save, no SR, not mind effecting.

Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks.

If you have 4-5 of these guys around the edge of a 30' zone, that will make for a real bad day for anyone trapped in there. Even five 8th level vanilla wizards (CR 11 or 12 encounter) with 18 Ints lobbing in Phantasmal Killer spells at -10 to save should give you a TPK in a few rounds against most parties of four 10th level characters, I'd think. Give them higher ints and spell focus feats if it needs to be more "challenging". :-).


TriOmegaZero wrote:
carn wrote:
A survival chance of about 60% is quite ok, compared to what some mercenaries accept, and the witches would earn far more, not 1.5 GP per day, but 100 GP or so.
You're going to pay an 8th level witch 100gp to be a sacrifice to the Tarrasque?

Thought the risk was about the lev 1 witches vs the kraken.

Vs the tarrasque i missed, that evil eye is mind affecting and tarrasque is immune against those. Ignoring this point the survival chance for the witches was very large, as the not mind immune tarrasque would score only one hit with (4d8+15|15-20/x3) which the witch likely survives if no crit.


Grick wrote:

Aside from the stacking issues:

Tarrasque is immune to mind-affecting effects, and Evil Eye is a mind-affecting effect.

carn wrote:
The last witch to act uses slumber... 20 city guards ... start using coupe de grace each round.

Even if it lands, the slumber hex ends immediately if the creature takes damage, so after the first coup-de-grace, it's awake, and cannot be the target of the Slumber hex again for 1 day.

I checked that, tarrasque:

"If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains."

Sounds as if further hacking delays tarrasques rebirth.

I just missed the mind affecting aspect of evil eye.

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Minor debuff? All Messageboards

Want to post a reply? Sign in.