Cauldron Hex. Good, bad or ugly?


Advice


Hi

I'm wondering about the Cauldron Hex for witches. It seems quite good at first glance, able to make your own potions even of spells you don't know, and theoretically of divine spells as well.

Sure its limited to 3rd level spells, but that covers alot of the buffs already.

But am I missing something? Does it only look pretty, but actually will be a waste of a hex eventually?

Is it a good hex to take early, 1st or 2nd level maybe or should I wait a bit longer?

Dark Archive

Quatar wrote:

Hi

I'm wondering about the Cauldron Hex for witches. It seems quite good at first glance, able to make your own potions even of spells you don't know, and theoretically of divine spells as well.

Sure its limited to 3rd level spells, but that covers alot of the buffs already.

But am I missing something? Does it only look pretty, but actually will be a waste of a hex eventually?

Is it a good hex to take early, 1st or 2nd level maybe or should I wait a bit longer?

Playing a Human it's an awesome feat to take at 1st or second level. any other race hold off till after third (you'll need the extra hex feat to get so you can snatch up the big 3 combat hexes first)

It's great for spreading the buffing/healing job around to the other party members so they can handle that normally leaving you free to de-buff the enemy, drop em with SoS or handle emergencies (BSF got crit to negatives and needs a heal NOW)

The only time it's not a good choice is if your DM refuses to let you take advantage of it.
Unlimited, Cheap potions of all the key low level spells you could ever need with no action cost for you does tend to scare a few knee jerk DM's.

Silver Crusade

One of the players in Concel of Theafs AP. Was playing a witch and hade this hex. Why at level 1 to 5 this was a huge help. After level 5 it was not so useful any more. It was still used just not as much as it was starting.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think it great, it basically 1.5 feats for a bonus feat then combine it with the 'greater' cauldron feat you can pump out three potions a day when you can normally do one.

Dark Archive

John Templeton wrote:
I think it great, it basically 1.5 feats for a bonus feat then combine it with the 'greater' cauldron feat you can pump out three potions a day when you can normally do one.

With Witch's brew I can crank out 24 potions a day easy.

They'd be first level potions but that's ok, on average you should be able to do a dozen potions in a given 8 hour work day.

(2 hours for any pot base cost under 250. Increase dc by 10 to do it in an hour, make 3 for one with witch's brew = 24)
Mix in a few 2 and 3rd levels and in a full day of crafting 10-12 potions every day is easy.

Once you get to witch's brew stage the mat cost is chump change and you'll be popping one just to walk across the street faster. :P


When you say greater cauldron feat, are youa ctually meaning the Witch Brew Major Hex?

I'm pretty sure even if it only takes you 2 hours to make those potions you can still only make 1 batch per day.

PRD:
"Regardless of the time needed for construction, a caster can create no more than one magic item per day."


Mathwei ap Niall wrote:

With Witch's brew I can crank out 24 potions a day easy.

They'd be first level potions but that's ok, on average you should be able to do a dozen potions in a given 8 hour work day.

Not by RAW. There is a line in magic item creation section that states that regardless of time needed to create items you cannot create more than one item per day. Witch's Brew allows you to create batch of two and then three potions but that's it.

Still, I houseruled that our second level Witch, that picked Cauldron hex can prepare more than one potion peach day, depending upon time required to brew them (<250 = 2 hours, 251-500 = 4 hours, 501+ takes full eight hours) with a maximum of 8 hours per day spend on brewing them. If she get's Witch's Brew she will be able to create more at higher cost.


I agree its a houserule that makes more sense than RAW, and most GMs can probably be convinced to do it like that.


Well, my human witch took Cauldron at first level, but it was part of his backstory (he was a rural witch doctor, basically, before adventuring). The boost to potion making is quite possibly overpowered for level 1. I suppose at higher levels it will become redundant, but it will be a long time before that happens, and in the meantime it's been the most useful hex he's got. Not in combat, but overall.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Myself and my main GM would go by RAW but we tend to be purest. Of course I spend the rest of my time in the day crafting alchemy after making the potion or making craft/professional checks for profit.


I rolled up a witch with this hex at 1st level, and took Skill Focus: Craft (alchemy). She had something like a 12 or 13 craft modifier, so brewing anything was pretty much in the bag. Alas, I didn't get to play that one... Campaign ended before it really got started.


For those who are curious, here's my list of non-Patron Witch spells that can be made into potions. I think it is complete, but please note any needed corrections!

Buffs and Healing

Two Level 0 potions work well at CL 1 with a materials cost of 12.5 gp: Detect Poisons and Guidance.

Most Level 1 potions work well at CL 1 with a materials cost of 25 gp. These include Detect Poisons, Cure Light Wounds, Diagnose Disease, Hex Ward (1 hr/CL), and Mask Dweomer (1 day/CL).

A few Level 1 potions are worth paying a materials cost of 25 gp per CL to a caster level. These include Enlarge Person (1 min/CL), Forced Quiet (1 round/CL), Mage Armor (1 hr/CL), Reduce Person (1 min/CL), and Remove Sickness (10 min/CL).

All the Level 2 beneficial potions work well at CL 3 with a materials cost of 150 gp. These include Cure Moderate Wounds, Delay Pain (1 hr/CL), Delay Poison (1 hr/CL), and Levitate (1 min/CL).

Most Level 3 potions work well at CL 5 with a materials cost of 375 gp. These include Anthropomorphic Animal (1 hr/CL), Countless Eyes (1 hr/CL), Heroism (10 min/CL), Remove Blindness/Deafness, Remove Curse, Remove Disease, Tongues (10 min/CL), and Water Walk (10 min/CL).

Two Level 3 potions are worth paying a materials cost of 75 gp per CL to a higher caster level: Fly (1 min/CL) and Strangling Hair (1 round/CL).

Worthwhile Harmful Potions

The only harmful Level 0 potion, helpful for putting spoiled infants to sleep, is sold at CL 1 for 12.5 gp: Touch of Fatigue.

An adventurer who uses Beguiling Gift has several nice Level 1 potions options that work well at CL 1 for a materials cost of only 25 gp. These include Bungle, Command, Ear-Piercing Scream, Delusional Pride, and Reduce Person (1 min/CL). Dim-witted foes can even be given a box of Beguiling Gift potions which they will keep giving themselves and drinking until they realize they can give themself another possession or article of clothing instead.

Those who use Beguiling Gift have several potent Level 2 options at CL 3 for a materials cost of only 150 gp. Most potent are the permanent Blindness/Deafness and Steal Voice. Other popular choices to make your warrior ally happy are Disfiguring Touch (1 day/CL), Hold Person (1 round/CL), Mad Hallucination (5 min/CL), and Touch of Idiocy (10 min/CL).

Three harmful Level 3 potions could be made at CL 5 and sold to the city's Hall of Justice with a materials cost of 375 gp. Sometimes a potion of Suggestion (1 hour/CL) helps loosen witnesses' tongues. Permanent punishments include Bestow Curse, Eldritch Fever, and Nature's Exile. A less permanent but extremely uncomfortable punishment used to deter crime is Cup of Dust (1 day/CL). Finally, Dispel Magic (1 min/CL) is useful both in the courtroom and for adventurers using Beguiling Gift.

Other Harmful Potions

Most harmful potions are not worth their expense. But curious academics might wonder what other Witch spells can be made into potions.

Other Level 1 potion options are Forced Quiet (1 round/CL), Fumble Tongue (d4 rounds), Ill Omen (1 round/CL), and Inflict Light Wounds.

Other Level 2 potion options are Boiling Blood (1 round/CL), Feast of Ashes (2 days/CL), Inflict Moderate Wounds, Pox Pustules (1 min/CL), and Unshakable Chill (10 min/CL).

Other Level 3 potion options are Excruciating Deformation (1 round/CL) Howling Agony (1 round/CL), Pain Strike (1 round/CL), Reckless Infatuation (1 day/CL), and Unadulterated Loathing (1 day/CL). Note that the last two potions are sometimes commissioned despite their cost by nobility wanting to play a practical joke at a social occasion.

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