Witch and Cackle


Rules Questions


Ok, so I searched these forums and answered SOME of my questions about this ability, but I have one primary question still.

Cackle states it extends the duration of hexes it lists by 1 round. Most people focus on the ability to extend the negative hexes, but I'm more concerned about the Fortune Hex. You are able to take 2 move actions in a round if you give up your standard action, so the buff cycle for the party would go like this:

X time before you go on whatever you are going to do, where X is roughly how long you think it will take to finish that thing(dungeon crawl/fight/social gathering)
Fortune on ally 1 + cackle
repeat until all allies have fortune, duration is still 1-2 rounds or so on all of them
cackle twice a round for X time. This effectively extends the duration by 2 rounds for every round that passes, so after X time (say 10 minutes) the duration on everyone's fortune buffs is 10 minutes past when you stop cackling.

Now of course the visual is kinda funny to sit there in a group for 10+ minutes (or hours really...) while the witch continually cackles madly, but for a free re-roll every round for the whole party for the entirety of the dungeon crawl or whatever you are doing, I'd venture it's worth it.

This is possible at first level, as you can take the Extra-Hex feat and start with both hexes.

Edit: I guess what I'm asking is can a hex be extended twice in the same round, by the RAW it would appear it can...


Thematically I could see the witch dancing round the group before a major battle uttering mad cackling as she enchants the group, where the time spent Hexing is equal to the length of the Hex.

As for RAW

You can take a move action in place of a standard action. and thus can have 2 move actions

so RAW yes

however you can still only benefit from the whole process once per day unless you plan on having the witch cackle all day in which case the GM would start making you roll to avoid becoming fatigued with the effort.

One thing however if you look at the rules for running becuase its tiring to be madly cackling over and over again without a break

look at the rules for running

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

I'd use this or similar as a limit on how long you can double cackle non stop, and dropping down to a single cackle wouldn't reset it as your not taking a break

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