Witch's Healing Hex...


Rules Questions

Scarab Sages

Does anybody else think that this is a bit overpowered?

Sure, in a standard party it isn't a huge deal, as it is usable 4,5,6 times a day? (Still pretty nifty). However,I am Running Kingmaker, and the Witch (Lvl 6) can cast it all day, 6 times a minute, 360 times an hour... In a game with armies, this is a HUGE ability. Basically, he can walk around like a Messiah, healing everyone that he meets. That's Cure Mod for over 2,000 soldiers in an 8 hour day?

Er...

-Uriel

The Exchange RPG Superstar 2010 Top 16

Well, that's the ideal circumstance for it, Uriel393: a great multitude of soldiers, all injured, none dead, none continuing to take damage. Most parties don't run around with armies.

In a similar fashion, being at the bottom of a 20' well shaft with greased walls, a jump spell is markedly more useful than any other first-level sorcerer spell.

Dark Archive

Having DM'd a game with a healing Witch in is as well as playing one I can certainly tell you that is definitely a boon, but is FAR from overpowered. In 99% of situations the people you are going to want to help are going to be the people in your party, and once you do that a single time-BLAM you are shot for the day. I find it to be a really neat RP choice as well, playing off that of an anonymous magical benefactor trying to do good for the people.

There are far more potent hexes than this (Such as Charm) I assure you, especially since it requires touching the target.

Shadow Lodge

Uriel393 wrote:

Does anybody else think that this is a bit overpowered?

Sure, in a standard party it isn't a huge deal, as it is usable 4,5,6 times a day? (Still pretty nifty). However,I am Running Kingmaker, and the Witch (Lvl 6) can cast it all day, 6 times a minute, 360 times an hour... In a game with armies, this is a HUGE ability. Basically, he can walk around like a Messiah, healing everyone that he meets. That's Cure Mod for over 2,000 soldiers in an 8 hour day?

Hmmm... Actually... He can do it 10 times per minute, 600 times per hour, 4800 times per 8 hour day... A round is 6 seconds, not 10. ;)


I never leave home with out it!


Yeah, I'm with the others. In a party it's a helpful, if minor boon to the group. In a setting like you're talking about, it's simply a roleplaying opportunity.

Yes, it's a "lot" of healing, but what mechanical advantage is it actually offering the witch? I honestly feel that if it's broken it has to offer some advantage.


This hex really doesn't threaten gameplay, like at all- yes a witch can heal an army, but would they? Mine wouldn't, he doesn't want the world knowing about his witchcraft, as he could be burned at the stake. Also- he's very, very selfish (neutral evil). But if he did go on a healing rampage, well, what's the big deal?


MinstrelintheGallery wrote:
This hex really doesn't threaten gameplay, like at all- yes a witch can heal an army, but would they? Mine wouldn't, he doesn't want the world knowing about his witchcraft, as he could be burned at the stake. Also- he's very, very selfish (neutral evil). But if he did go on a healing rampage, well, what's the big deal?

In theory it could buy you a lot of suckerr... I mean friends.


Dragonsong wrote:
MinstrelintheGallery wrote:
This hex really doesn't threaten gameplay, like at all- yes a witch can heal an army, but would they? Mine wouldn't, he doesn't want the world knowing about his witchcraft, as he could be burned at the stake. Also- he's very, very selfish (neutral evil). But if he did go on a healing rampage, well, what's the big deal?
In theory it could buy you a lot of suckerr... I mean friends.

Well my witch will charge the townsfolk the same rates a cleric would- even though healing isn't a finite resource for him. In fact, if they're unfamiliar with market rates he'd be happy to tell them. *cough*


MinstrelintheGallery wrote:
Well my witch will charge the townsfolk the same rates a cleric would- even though healing isn't a finite resource for him. In fact, if they're unfamiliar with market rates he'd be happy to tell them. *cough*

No, no no! You are doing it wrong! You should be charging 25% less than the going rates of a cleric so that the money will be more likely to flow to you instead of the temple. Must I explain everything!? :D

Uriel393 wrote:
Sure, in a standard party it isn't a huge deal, as it is usable 4,5,6 times a day? (Still pretty nifty). However,I am Running Kingmaker, and the Witch (Lvl 6) can cast it all day, 6 times a minute, 360 times an hour... In a game with armies, this is a HUGE ability. Basically, he can walk around like a Messiah, healing everyone that he meets. That's Cure Mod for over 2,000 soldiers in an 8 hour day?

And on a more serious note, anything put into the ideal circumstances is going to be quite powerful. Imagine a paladin in a campaign featuring enemies that are 90% undead and evil outsiders, or an alchemist in a campaign stuffed with enemies that take double damage from fire, or a druid in a game that is always above ground in areas of lush vegetation, and so on......

The Exchange RPG Superstar 2010 Top 16

In past iterations of the game, an army would want to make sure to carry a few clerics as specialist officers. At this point, I imagine that a cadre of a half-dozen low-to-moderate level witches would be welcome, as well.

The utility of the witch would be greatest when a squadron is mostly wounded or unconscious -- perhaps from an area-effect blast -- but no longer in direct combat.


Chris Mortika wrote:

In past iterations of the game, an army would want to make sure to carry a few clerics as specialist officers. At this point, I imagine that a cadre of a half-dozen low-to-moderate level witches would be welcome, as well.

The utility of the witch would be greatest when a squadron is mostly wounded or unconscious -- perhaps from an area-effect blast -- but no longer in direct combat.

I was thinking Witch 1 /Oracle of life 1 with the revelation: spells that heal HP damage do not provoke AoO (since in this hex's case it says acts as the spell X) and maybe extra revelation to get channel pos energy. .


1 person marked this as FAQ candidate.

The Healing Hex is a supernatural ability so I don't think it provokes.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Dragonsong wrote:
Chris Mortika wrote:

In past iterations of the game, an army would want to make sure to carry a few clerics as specialist officers. At this point, I imagine that a cadre of a half-dozen low-to-moderate level witches would be welcome, as well.

The utility of the witch would be greatest when a squadron is mostly wounded or unconscious -- perhaps from an area-effect blast -- but no longer in direct combat.

I was thinking Witch 1 /Oracle of life 1 with the revelation: spells that heal HP damage do not provoke AoO (since in this hex's case it says acts as the spell X) and maybe extra revelation to get channel pos energy. .

Yeah hexes, unless otherwise noted, do not provoke attacks of opportunity.


Benchak the Nightstalker wrote:
Dragonsong wrote:
Chris Mortika wrote:

In past iterations of the game, an army would want to make sure to carry a few clerics as specialist officers. At this point, I imagine that a cadre of a half-dozen low-to-moderate level witches would be welcome, as well.

The utility of the witch would be greatest when a squadron is mostly wounded or unconscious -- perhaps from an area-effect blast -- but no longer in direct combat.

I was thinking Witch 1 /Oracle of life 1 with the revelation: spells that heal HP damage do not provoke AoO (since in this hex's case it says acts as the spell X) and maybe extra revelation to get channel pos energy. .
Yeah hexes, unless otherwise noted, do not provoke attacks of opportunity.

The healing hex says as a cure X spell so in this case it is noted as functioning as a spell.

Believe me I was floored that they had one healing method that didn't provoke but two in one book was too good to be true.


The healing hex does not provoke AoO's!

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.


KenderKin wrote:

The healing hex does not provoke AoO's!

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

acts like a spell (spell-like) meaning it is treated as a spell for determining AoO. This would be one of those unless other wise noted situations.


Dragonsong wrote:
KenderKin wrote:

The healing hex does not provoke AoO's!

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

acts like a spell (spell-like) meaning it is treated as a spell for determining AoO. This would be one of those unless other wise noted situations.

No that is the opposite of does not unless stated that it does, kind of like innocent till proven guilty......

You are going guilty till proven innocent!

;)

No "acts like" the spell as in....
cures 1d8 points of damage +1 point per caster level (maximum +5)


KenderKin wrote:
Dragonsong wrote:
KenderKin wrote:

The healing hex does not provoke AoO's!

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

acts like a spell (spell-like) meaning it is treated as a spell for determining AoO. This would be one of those unless other wise noted situations.

No that is the opposite of does not unless stated that it does, kind of like innocent till proven guilty......

You are going guilty till proven innocent!

;)

No "acts like" the spell as in....
cures 1d8 points of damage +1 point per caster level (maximum +5)

No acts like, as in, functions as. Therefore in all facets of the spell cure X wounds: 1 standard action, cures an amount based on level and all the other stuff going along with being a spell(or spell like ability) including does it provoke. Otherwise it would say this ability heals x amount, y amount at level 5


Dragonsong wrote:
KenderKin wrote:

The healing hex does not provoke AoO's!

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

acts like a spell (spell-like) meaning it is treated as a spell for determining AoO. This would be one of those unless other wise noted situations.

It would be "Healing (SLA):" for starters, and secondly spell descriptions don't provoke AoOs, 'Casting a Spell' does.

On the OP, if you think that's bad, the feat Touch of Healing could arguably be more OP. One witch would be pretty freaking busy healing an army. I won't say a cure spell to a whole army wouldn't be great compared to none, but most armies are made by wealthy/high lvl enough NPCs to give pretty good treatment to wounded. Remember, this only increases the HP of wounded soldiers by 4-9 for their next battle. I think where this feat really shines for proper armies is a forced march.

Now a witch or two in a rebellion or other rag-tag army seems a lot more useful.


I think the problem is that (Su) in the beginning of the descriptor. Do supernatural abilities provoke attacks of opportunity? The answer is going to be the same for the Witch's healing hex.


No the first of the hex section....referring to all hexes

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.

I bolded the relevant section which states all hexes do not unless otherwise noted that they do.

So lacking a note that they do then they do not!


KenderKin wrote:

No the first of the hex section....referring to all hexes

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.

I bolded the relevant section which states all hexes do not unless otherwise noted that they do.

So lacking a note that they do then they do not!

I will concede, my bad on the misinterpretation.


I have love for the witch class, the healing hex is about party resources..........and saving those resources, think if the cleric less frequently has to drop a spell for healing!

I love that!

Still not sure about some of the other classes, I will get to them eventually!!!


KenderKin wrote:

I have love for the witch class, the healing hex is about party resources..........and saving those resources, think if the cleric less frequently has to drop a spell for healing!

I love that!

Still not sure about some of the other classes, I will get to them eventually!!!

No doubt on the love for the witch after seeing the cackle keep a person under the effects of an evil eye hex they saved against for about a whole combat.


The human witch at first level....

feats, extra hex, extra hex.......

hard to pick 3 from the top 4....

my top 4
cackle
evil eye
slumber
healing

I usually save slumber for level 2!


In the game I saw the evil eye, The witch also had misfortune which is cackle-able(shudder). I can see that at any level game the rerolls really could be party saving.


I tried misfortune at level 1, great against 1 BBEG,

multiple opponents you hit one with misfortune and cackle each round, is less effective than sticking a -2 to opponents one at a time starting with foes facing non-fighters first, the evil eye lasts 3+int and then is cacklable....

So you can stack it on several baddies, and then cackle so everyone gets weakened opponents........

I would take misfortune likely around 6th level, but that is just me....


KenderKin wrote:

The human witch at first level....

feats, extra hex, extra hex.......

hard to pick 3 from the top 4....

my top 4
cackle
evil eye
slumber
healing

I usually save slumber for level 2!

Don't forget Misfortune and Flight as other great options. Admittedly flight is not useful until level 5 but once you can use it properly, it's awesome. Frankly, witch all round is pure WIN. I think my favourite witch spell has got to be vomit swarm.


I got off a Vomit Swarm with my Witch in the Kingmaker arc last week. Got 3 enemies in the area, and they all failed against the distraction save. Needless to say the fight got pretty short after that.

Scarab Sages

Sorry for the late response.

The Witch in question is the ruler of the Barony/fledgling Realm.So, he has quit a lot of incentive to heal everybody that he sees, for good will.This will have both good and bad consequences, however.Sure, folks are going to love the Baron, since he heals the wounds of his people. However, once they get used to this, and he ISN'T around to do it (You know, since he wants to adventure/play the AP as well...), the populace is going to get a bit unruly/unhappy.Not to mention possible antagonistic Clerics who don't appreciate some Witch taking their/their God's pizazz.Th situation will soon provide a lot of fun RP-ing, I'm sure.

-Uriel


Uriel393 wrote:
Sure, in a standard party it isn't a huge deal, as it is usable 4,5,6 times a day? (Still pretty nifty). However,I am Running Kingmaker, and the Witch (Lvl 6) can cast it all day, 6 times a minute, 360 times an hour... In a game with armies, this is a HUGE ability. Basically, he can walk around like a Messiah, healing everyone that he meets. That's Cure Mod for over 2,000 soldiers in an 8 hour day?

A cleric's channel ability affects 96 squares; since they're not in combat, there can be 4 soldiers per square. Therefore, a cleric can easily heal 384 soldiers per round, and at level 6 he should have 7 or 8 channel per day (that's more than 2 500 soldiers per day, without nasty tricks like a platform system to get soldiers in the area above and below the cleric)...


Stéphane Le Roux wrote:
A cleric's channel ability affects 96 squares; since they're not in combat, there can be 4 soldiers per square. Therefore, a cleric can easily heal 384 soldiers per round, and at level 6 he should have 7 or 8 channel per day (that's more than 2 500 soldiers per day, without nasty tricks like a platform system to get soldiers in the area above and below the cleric)...

Group hug!

If you're a cleric of Calistria, you can easily increase that number, assuming that every soldier is above the age of consent.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Uriel393 wrote:

Does anybody else think that this is a bit overpowered?

Sure, in a standard party it isn't a huge deal, as it is usable 4,5,6 times a day? (Still pretty nifty). However,I am Running Kingmaker, and the Witch (Lvl 6) can cast it all day, 6 times a minute, 360 times an hour... In a game with armies, this is a HUGE ability. Basically, he can walk around like a Messiah, healing everyone that he meets. That's Cure Mod for over 2,000 soldiers in an 8 hour day?

Er...

-Uriel

The healing hex can only benefit the same person 1 x /day. And it doesn't cure death. Most 1st level soldiers are going to be dying of fatal wounds before a witch can be a factor. Besides if one side can employ one, so can the other so it evens out.

One other thing you have to remember. In Kingmaker there is no Red Cross immunity. if your witch is walking around an active battlefield, he's a target himself.

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