New Witch Hexes


Homebrew and House Rules

Scarab Sages

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Hey, all. First of all, I'm gonna start off by saying that I'm a big Guild Wars fan, and if you haven't played it, I strongly recommend it.

That said, I think there's a lot of potential for Witch Hexes and Bard spells from the Mesmer class from the game, and I was wondering what the community thought about some homebrew conversion ideas.

Hexes

Empathy: You hex one target within 30', causing it to feel the pain of its own attacks. Any time the target of this hex hits with a weapon or natural attack, it takes 1d6 damage. This damage cannot be reduced in any way. This hex lasts for a number of rounds equal to your Intelligence Modifier. A Will Save reduces the duration to 1 round. At 8th level the damage increases to 2d6.

Backfire: You hex one target within 30', causing it's spells to create a magical backlash. Any time the target of this hex casts a spell, it takes 1d6 damage for every level of the spell cast. This damage cannot be reduced in any way. This hex lasts for a number of rounds equal to your Intelligence Modifier. A Will Save reduces the duration to 1 round. At 8th level, the damage increases to 2d6.

Clumsiness: You hex one target within 30', causing it to stumble about whenever it attacks. The first time the target of this hex makes an attack roll on its turn, it must make a Reflex save or fall prone. The attack automatically misses. This hex lasts for 1 round. A Will Save negates the effect. At 8th level, the target must make a Reflex save for all of its attacks on its turn or fall prone.

Just a couple of thoughts. I've got more, but I want to see if people think there's a balance issue here.

I also wanna post a Bard Archetype up here that uses Hexes and Spells as a primary means of debuffing and control, sort of a cross between Magician and Sandman, but that can use Hexes.

A few things I'll comment on, just because I noticed them.

1) Yeah, my wording can be a bit sloppy. Look more for intent, and let me know what you think could be better.

2) Yes, Empathy looks a lot like the Retribution Major Hex. However, it can be used from level 1, and at higher levels will probably do a good bit less damage. Also note the Will Save reducing the duration to 1 round. I felt this was a good way to balance reliability with the weaker power.

3) All of the above hexes can be lengthened with Cackle.

Shadow Lodge

Davor wrote:
I also wanna post a Bard Archetype up here that uses Hexes and Spells as a primary means of debuffing and control, sort of a cross between Magician and Sandman, but that can use Hexes.

Well, there is the prestige class I tried to make.

Scarab Sages

Dragonborn3 wrote:
Davor wrote:
I also wanna post a Bard Archetype up here that uses Hexes and Spells as a primary means of debuffing and control, sort of a cross between Magician and Sandman, but that can use Hexes.
Well, there is the prestige class I tried to make.

I will admit, that's a really awesome prestige class. Good work.

However, it's not really the feel I'm looking for. It's got a little too much "witch" for what I'm trying to do. Still, like I said, well done.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Hexes might be a little strong since with cackle you can just keep them going. Unless you made them major hexes. As for the PrC linked, it is interesting. commented in that thread.

Shadow Lodge

Thank you both.

As for Davor's Hexes, I like Backfire the best. It would go nicely with a Counterspell build.

Clumsiness is good too, but maybe a little too good.

Scarab Sages

Dragonborn3 wrote:

Thank you both.

As for Davor's Hexes, I like Backfire the best. It would go nicely with a Counterspell build.

Clumsiness is good too, but maybe a little too good.

Alright, how about this.

We remove cackle stacking, and change Clumsiness.

Clumsiness: You hex one target within 30', causing it to stumble about whenever it attacks. The first time the target of this hex makes an attack roll on its turn, it must make a Reflex save. If the saving throw fails, the target falls prone after all of its attacks have been resolved. The attack automatically misses. This hex lasts for 1 round, and a Will Save negates the effect. At 8th level, the target receives a -2 penalty to its saving throw.


Dark_Mistress wrote:
Hexes might be a little strong since with cackle you can just keep them going. Unless you made them major hexes. As for the PrC linked, it is interesting. commented in that thread.

Cackle does not automatically apply to any and every Hex. The specific Hexes it affects are enumerated in its description.

One of the biggest misconceptions about Cackle, apparently. No, you can't just extend everything you do with it. So if you want a new Hex to be extensible with Cackle, you'll also have to modify Cackle's description itself.

Hexes which Cackle does NOT affect: Beast of Ill Omen, Prehensile Hair, SLUMBER, Unnerve Beasts, Ward, etc. and so on.

Only Agony, Mis/Fortune, Evil Eye and Charm are affected by Cackle per its description.

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