
beholderbob |
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Witch Hexes
Transfixion Hex (Su): Target within 30’ makes a will save or is unable to make a move action for LV R. When the Witch reaches 8th level, a transfixed target is unable to travel using dimensional means, as per the spell dimensional anchor. A creature that successfully saves against this hex is immune to it for 1 day.
Hidden Doors Hex (Su): The witch is able to, as a standard action, teleport 5’ per witch level with up to a heavy encumbrance load & her familiar, but no other living creature, so long as nothing bars her path were she to travel that way physically. Thus, the witch could cross a chasm, but not through a barred door. The witch may use this ability LV times a day. At 5th level, the witch can ignore boundaries, and at 7th the witch can teleport as a move action (but may not take another move or standard action after taking this teleport action). Finally, at 11th, the witch can teleport additional creatures. Additional creatures of medium size cost 1 additional use of teleport per day, creatures of larger size count for x2 their number per size increase, and ½ their size for each decrease from medium size.
Bayou Hex (Su): The witch causes the surface a foe stands (while within 30’ of the witch) to act as quicksand. Earth-bound creatures caught in the area are mired in the mud, effectively entangled unless they make a reflex save. While entangled, creatures are unable to fly. This condition lasts for LV rounds or until they teleport or move out of range. At 7th level, a creature that fails its save is also staggered for the duration, the target sinking deeper into the surface they walk upon. At 11th level, a creature that fails its save fall chest deep, is incapable of movement, and is considered prone.
Let me know if over or under powered. Suggested changes. Where to stick it. General useful info/feedback.
Thanks

SmiloDan RPG Superstar 2012 Top 32 |

Cool!
Maybe change your Hidden Doors so it CAN go through walls....after all, it has the word DOOR in it!
Or maybe an Advanced one that creates 2 portals within 5 feet of the witch: creatures can move from one portal to the next portal, similar to a dimension door effect.
Maybe one that bestows a specific energy vulnerability up on a creature.

beholderbob |

Cool!
Maybe change your Hidden Doors so it CAN go through walls....after all, it has the word DOOR in it!
Or maybe an Advanced one that creates 2 portals within 5 feet of the witch: creatures can move from one portal to the next portal, similar to a dimension door effect.
Maybe one that bestows a specific energy vulnerability up on a creature.
The witch can ignore boundaries at 5th level. I was trying to pace this hex with the flight hex (both movement hexes) - and I figure teleport is pretty damn good. Now the flight hex gives unlimited feather fall, +4 swim, and levitate 1/day at low level, so I thought I balanced it out. Heck, I might have even undersold it. Do you think this hex is too wimpy?
How do the other 2 hexes seem?
I like the idea of the advanced hex that can be taken as an adendum to the hidden doors hex to allow multiple doors/portals - sounds like a wilson book (I believe it was house of doors).
Now, the energy vulnerability - that can be quite the blast..., though it would be a two-step unless you coordinate with another creature. 1st, fail a save vs this hex, 2nd round, cast spell that inflicts this type of dmg. If target is going to fail save, it might as well be a baleful poly effect. So it has to be something that does not allow a save or has a reduced effect but still has impact. I'm going to put my 1/2-watt brain on this.
Thanks for the feedback!

beholderbob |

I think the tranfiction hex might be a little too powerful, maybe make it half movement at lower levels, then no movement higher up?
Ah, perhaps it could be a greater/10th level hex, in which case I'd move the dim anchor effect to 12th. Do you think that would work, or would it be too weak for a greater hex?