| Bart Vervaet |
Am I reading this correctly??
evil eye: even if the target makes its will save, the effect still lasts for 1 round
cackle extends the duration by 1 round
so with my standard action I evil eye the guy, and then with my move action I can cackle, and as long as I keep cackling the guy suffers from evil eye, xhether he saved against it or not
is true this is quite a nice combo for a lvl1 character
thanks for your reactions
grtz
Bart
| Rogue Eidolon |
Am I reading this correctly??
evil eye: even if the target makes its will save, the effect still lasts for 1 round
cackle extends the duration by 1 round
so with my standard action I evil eye the guy, and then with my move action I can cackle, and as long as I keep cackling the guy suffers from evil eye, xhether he saved against it or not
is true this is quite a nice combo for a lvl1 character
thanks for your reactions
grtz
Bart
Yes, as long as they stay in range. If you penalize saves, you can even use that penalty to increase the odds of landing a Misfortune Hex and then your cackle extends them both at once. Especially at level 8 when the penalty is -4, it's a nasty one-two combo against a boss-type.
Jeremiziah
|
Yes, as long as they stay in range. If you penalize saves, you can even use that penalty to increase the odds of landing a Misfortune Hex and then your cackle extends them both at once. Especially at level 8 when the penalty is -4, it's a nasty one-two combo against a boss-type.
It's one of the most incredibly frustrating combos that I deal with as a GM. Don't dare run a big brute-type monster up against a witch with this combo. Fight OVER.
| Rogue Eidolon |
Rogue Eidolon wrote:Yes, as long as they stay in range. If you penalize saves, you can even use that penalty to increase the odds of landing a Misfortune Hex and then your cackle extends them both at once. Especially at level 8 when the penalty is -4, it's a nasty one-two combo against a boss-type.It's one of the most incredibly frustrating combos that I deal with as a GM. Don't dare run a big brute-type monster up against a witch with this combo. Fight OVER.
** spoiler omitted **
It can also combo well with Sleep Hex, in which case the fight is literally over if an ally is around for a coup de grace. If the NPC somehow knows about the hex, it can double-move away (just a single round when the Witch can't get within 30 feet is enough to end this combo) It's still pretty darn powerful, making Witch the best debuffer in the game as far as I'm concerned.
Sometimes it can be pretty epic, though
In Fortress of the Stone Giants, General Galenmir, Stone Giant Fighter, ambushed the party's back line and managed to drop more than half the party with some well-placed x4 pick crits. The Witch Evil Eyed him for saves, while this was going on, but it was basically only the Witch and the Eldritch Knight left (from a group of 8--also the Street Performer was there, but he was using his Sanctuary performance so he couldn't attack). The Witch was desperate, so he tried to use that 5th-level APG spell that chokes the enemy and KOs them if they fail the initial save and then at least one of the subsequent three. Normally Galenmir's Fort bonus is equal to the Witch's save DC, but thanks to the -4, there was a slim chance...and somehow, I rolled a 4 and a 2, instantly saving the party from the jaws of defeat!
| Matt Beatty |
The witch is a pretty good debuffer, probably the best in the game. Remember though that you have to be within 30 feet of the enemy. You are a charge action from dead at any given time. Its a risky class.
That being said I have used evil eye and misfortune plus cackle to completely negate the ability of the BBEG to do a thing (saved us from a TPK). Take -2 to everything and roll twice take the lowest. Pretty nasty when you layer them all on.
| thepuregamer |
thepuregamer wrote:Well, I would say that's hardly true, but we can agree to disagree.Jeremiziah wrote:All this business about charge actions is calling to mind the fact that witches can fly. Just sayin'.So can most worthwhile bbegs.
bbeg= big bad evil guy or big bad end guy.
In other words the final boss. If you think that most final bosses do not have the immensely important tactical ability of flight (that can be put on them hours before a fight with just a 4th lvl spell if they do not have another means of flying) then perhaps your DM is purposefully going easy on you.
Deanoth
|
Jeremiziah wrote:All this business about charge actions is calling to mind the fact that witches can fly. Just sayin'.A good point but the 30' range is still a limiting factor.
It is kind of nice that the Flight Hex is a 60' movement though so getting close enough to someone that double moved in one round to get away from the Witch usually is not that difficult of a problem to do :)
Just saying hehe.
Jeremiziah
|
Jeremiziah wrote:thepuregamer wrote:Well, I would say that's hardly true, but we can agree to disagree.Jeremiziah wrote:All this business about charge actions is calling to mind the fact that witches can fly. Just sayin'.So can most worthwhile bbegs.bbeg= big bad evil guy or big bad end guy.
In other words the final boss. If you think that most final bosses do not have the immensely important tactical ability of flight (that can be put on them hours before a fight with just a 4th lvl spell if they do not have another means of flying) then perhaps your DM is purposefully going easy on you.
I know what BBEG stands for.
If you see the example I provided upthread, that's one such creature. There are many, many others.
Also, I am the DM.
Malagant
|
Am I reading this correctly??
evil eye: even if the target makes its will save, the effect still lasts for 1 round
cackle extends the duration by 1 round
so with my standard action I evil eye the guy, and then with my move action I can cackle, and as long as I keep cackling the guy suffers from evil eye, xhether he saved against it or not
is true this is quite a nice combo for a lvl1 character
thanks for your reactions
grtz
Bart
Yes, by RAW, but we found this to be just a little overpowered, so we made an adjustment that any creature that makes a save versus a hex, cannot then have cackle applied to it. With this rule, evil eye still works for that round but, the witch is not rewarded for her failure to apply the hex in a more lasting fashion.
| thepuregamer |
I know what BBEG stands for.If you see the example I provided upthread, that's one such creature. There are many, many others.
Also, I am the DM.
I am not entirely sure what enraged does to a creature(if its a template). But a giant owlbear is just a CR 5. If enraged pushes it up to CR 7, I do not see how your example is supremely pertinent.
An unintelligent and still semi low lvl final boss is going to be weak to all sorts of things. If your witch flight makes you semi untouchable from lvls 5 to 7 or so for 5 minutes a day, I do not see the big deal. But starting lvls 8 or so, my experience is that a majority of final bosses have access to flight.