Misfortune Hex: Absolutely Required?


Advice


So I'm planning a witch for a RotRL campaign, and I'm trying to decide which hexes he'll eventually pick up. I know that misfortune is really, really good, but it absolutely doesn't fit the character (I was thinking of picking up fortune, actually). I hear a lot of people singing the praises of this particular hex, and I just need to know: Am I basically playing the witch "wrong" if I don't take this hex?

Dark Archive

Pathfinder Roleplaying Game Superscriber

Certain Hexes are very good to have, but not you are not playing wrong by not taking them. One of the bigger strengths of the witch, is their ability to take on different roles and be flexible. Witches are kinda like bards in that they can fill many roles well but are not the best at any one role.


I'm currently playing a Witch with the Misfortune Hex. The DM hates it. *evil grin*

On the other hand, I've had times where it's failed (big bad made the save), where I wasn't able to Cackle to extend it, or where there wasn't much point (target only misses/fails on natural 1-3 anyway, a reroll will probably still hit). In those circumstances I still had other things I could do to be useful, so Misfortune wasn't the be-all and end-all of my capabilities. Conversely, my Ward Hex is almost always welcome. The Fortune Hex would be as well, the only thing I don't like about it is that it only applies to 1 roll per round instead of all. So I haven't taken that Hex yet. Maybe at 8th level.

Long story short, if you want to play a buffing Witch instead of a debuffing one, go for it. :)


I've got no experience at all with it, but i would to give an rp interpretation. In 3.5 there was a prc called "luckstealer" which...well...his name is pretty obvious XD

If your character is more about luck but you are not against giving a try to misfortune, you could say that to give more luck to someone, sometimes he has to steal it from others ^_^


Well, he's supposed to be a bit of a "white witch." He's fairly devout, and jointly worships Pharasma, Desna, and Shelyn. He's big on preservation, allowing things to take their natural course, and helping others realize their potential.

Currently, he has (at 1st level) Evil Eye and Healing. He's definitely picking up Slumber. Cackle and Fortune are very likely, and for his last standard hex, I'm up in the air with Charm, Tongues, and Misfortune (again, mostly because of how godly it is). I like the idea of ward, but it seems like it'll become obsolete once we've all got rings of protection and cloaks of resistance (plus, his Wisdom Patron gives him Shield of Faith, which doesn't stack with it). I know healing isn't regarded all that highly, but it ought to go a bit further in a 6 person party.


Healing hex is a fine addition to a party, been using it with this character for some time....

I actually eventually use boith evil eye and misfortune, but I found evil eye more useful against many opponenets....

I took evil eye, healing and cackle at first level and never once wished for any other hex....

Level 2 added slumber.....

Paizo Employee Creative Director

The only abilities that are "absolutely required" are the ones that make playing a character fun to you. Abilities that make the character fun to play for other people but not you don't count. :-P


Alright, cool beans. I think there's a pretty high chance I'll be avoiding misfortune, though I have another hex-related question I'd like to get an official ruling on. If a target has had their attitude influenced by the Charm hex, can it be further improved by Diplomacy, or vice versa?


James Jacobs wrote:
The only abilities that are "absolutely required" are the ones that make playing a character fun to you. Abilities that make the character fun to play for other people but not you don't count. :-P

A sound stance, and one that I agree with. Honestly, I think misfortune looks like a lot of fun, just not so sure it fits the character thematically.


martinaj wrote:
Alright, cool beans. I think there's a pretty high chance I'll be avoiding misfortune, though I have another hex-related question I'd like to get an official ruling on. If a target has had their attitude influenced by the Charm hex, can it be further improved by Diplomacy, or vice versa?

You could use Charm after Diplomacy with no issue (as far as I know), but the other way around isn't likely to work. Diplomacy takes at least 1 minute, but the Charm Hex only lasts as long as your Int modifier.

Edit: I'm not a big fan of the Charm Hex at all. Duration's too short (Cackle works, but do you want to be laughing like a crazy person while negotiating with the King?), effect is too weak, and can only be tried 1/day per target. If you want to make friends and influence people a lot, just take the spell(s) and the Heighten Spell metamagic feat to keep it relevant at all levels.

Dark Archive

martinaj wrote:
So I'm planning a witch for a RotRL campaign, and I'm trying to decide which hexes he'll eventually pick up. I know that misfortune is really, really good, but it absolutely doesn't fit the character (I was thinking of picking up fortune, actually). I hear a lot of people singing the praises of this particular hex, and I just need to know: Am I basically playing the witch "wrong" if I don't take this hex?

I feel insulted. What am I, chopped liver?

Of course you can't live without me. The sooner you realise that the better.


martinaj wrote:
So I'm planning a witch for a RotRL campaign, and I'm trying to decide which hexes he'll eventually pick up. I know that misfortune is really, really good, but it absolutely doesn't fit the character (I was thinking of picking up fortune, actually).

With Fortune, I advise a Small size Witch. Then you can ride a medium-sized mount in dungeons while cackling.


Misfortune REQUIRED, no. But when paired with Cackle(and in the right circumstances, which seem to come up entirely too often in PFS) it can have the somewhat unfortunate problem where it is SO GOOD it's literally the only thing you do during every combat, especially when paired with Cackle. No other hex on the list can replace your spell repertoire in a confined dungeon crawl in quite the same way.

Ultimately, your GM will probably thank you for not taking it. In home games I would strongly recommend that it not be compatible with Cackle but instead allow its' effects to apply to a second saving throw against subsequent uses so it requires a Standard action every round to maintain and gives the bad guys a chance to break out.


martinaj wrote:
I like the idea of ward, but it seems like it'll become obsolete once we've all got rings of protection and cloaks of resistance.

It might take some time until the whole party has those items. And even then, will the all have +3 items by level 8? I doubt it. Even if they have +2 items, that additional +1 to saves and AC (including touch AC!) can make a difference.

And if nothing else, you can at least use it to make your familiar a bit more resilient. Or a summoned monster. Or some NPC you must protect/escort.

You could also use it to monitor someone's status. The hex says the witch knows when the target is no longer protected which only happens when the target is hit or fails at a save. Summon a monster, place the ward on it and send it down that dark corridor. If the ward ends, you should probably prepare for battle and/or be wary of traps.

I can even think of a few situations where you might use it on an enemy. Not sure if the captured bandit is telling the truth under the zone of truth of the party's cleric or if he made his save and is lying? Use ward on him before the questioning and you can be sure. Well, you should use Evil Eye on him to cancel the save bonus, I guess.

Bottom line: Ward is not the best hex, but if you are a bit creative, it can be quite useful.


Blave wrote:

It might take some time until the whole party has those items. And even then, will the all have +3 items by level 8? I doubt it. Even if they have +2 items, that additional +1 to saves and AC (including touch AC!) can make a difference.

And if nothing else, you can at least use it to make your familiar a bit more resilient. Or a summoned monster. Or some NPC you must protect/escort.

You could also use it to monitor someone's status. The hex says the witch knows when the target is no longer protected which only happens when the target is hit or fails at a save. Summon a monster, place the ward on it and send it down that dark corridor. If the ward ends, you should probably prepare for battle and/or be wary of traps.

I can even think of a few situations where you might use it on an enemy. Not sure if the captured bandit is telling the truth under the zone of truth of the party's cleric or if he made his save and is lying? Use ward on him before the questioning and you can be sure. Well, you should use Evil Eye on him to cancel the save bonus, I guess.

Bottom line: Ward is not the best hex, but if you are a bit creative, it can be quite useful.

+1 to all of this. I actually have the bonuses from Ward written down on my familiar's sheet as default bonuses, with a note to take them off if the Ward goes elsewhere or becomes negated.


It really depends on your party. Playing a witch with misfortune and evil eye both recently, I was teamed with some seriously heavy-hitting melees and found that in most encounters my debuffing hexes were at best icing on the cake. I fell into a 'battlefield control caster' strategy very quickly, and ended up using offensive hexes - like misfortune - mainly as fallbacks for if I hadn't prepared enough of the right spells.

Hexes might be good for self-defense too, but I found when I'm in a dangerous position I didn't have time to use more than one hex - and my go-to for that was slumber, since if it landed - and it usually did - it ended the threat.

At lower levels and if you're fighting very close to the front, and probably if you're in a party with other casters who can benefit from them, offensive hexes are pretty good. But my witch ended up using the buff hexes and the witch's eye hex most often in that campaign, and the debuff hexes and even my beloved slumber hex took a back seat by level 8 to time-tested wizard spells - stinking clouds, webs, black tentacles, waves of fatigue, and so forth.

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