Slumber hex


Advice


Since the slumber hex only lasts 1/round per level, is it worth taking at first level?


Syrius Black wrote:
Since the slumber hex only lasts 1/round per level, is it worth taking at first level?

Yes, if you co-ordinate well with your party. Alot of low level monsters will fail their save and if you have a melee type in your party, they can just coup de grace before the creature wakes up again providing they are next to the monster at the time.


Syrius Black wrote:
Since the slumber hex only lasts 1/round per level, is it worth taking at first level?

I took it and didn't regret it. While admittedly, we were probably playing the timing wrong (I realize now that if my witch Slumbers an enemy, they'll wake up before another member of the party can complete a coup de grace), you're still either taking the enemy out of the fight for a round or giving your group an almost-guaranteed hit (considering the -9 AC penalty a prone unconscious enemy takes.)

If Slumber ends up not worth it at first level, consider second instead.


c873788 wrote:
Syrius Black wrote:
Since the slumber hex only lasts 1/round per level, is it worth taking at first level?
Yes, if you co-ordinate well with your party. Alot of low level monsters will fail their save and if you have a melee type in your party, they can just coup de grace before the creature wakes up again providing they are next to the monster at the time.

Maybe we did have it right after all, then--after reading more on the rules following our sessions, I thought the enemy would awaken after the witch's next round action, causing them to no longer be considered helpless at the conclusion of the coup de grace.


Ultrace wrote:
Syrius Black wrote:
Since the slumber hex only lasts 1/round per level, is it worth taking at first level?

I took it and didn't regret it. While admittedly, we were probably playing the timing wrong (I realize now that if my witch Slumbers an enemy, they'll wake up before another member of the party can complete a coup de grace), you're still either taking the enemy out of the fight for a round or giving your group an almost-guaranteed hit (considering the -9 AC penalty a prone unconscious enemy takes.)

If Slumber ends up not worth it at first level, consider second instead.

If the ally is adjacent, they can coup de grace before Slumber wears off. Coup de grace is a full round action, not a 1 round action, and is completed during the character's turn, just like a full attack.

I can assure you, Slumber is a fantastic choice at level 1. The difficult part is that Ward, Evil Eye, and Misfortune are equally good.


I'm thinking Evil Eye is better than Misfortune at 1st level, what's your take on it?

Grand Lodge

Lol, are you going to do this for all your character options?


Serisan wrote:

If the ally is adjacent, they can coup de grace before Slumber wears off. Coup de grace is a full round action, not a 1 round action, and is completed during the character's turn, just like a full attack.

I can assure you, Slumber is a fantastic choice at level 1. The difficult part is that Ward, Evil Eye, and Misfortune are equally good.

Thanks for the clarification. I kind of disagree about Misfortune. With just a one round duration at level 1, it doesn't seem to stack up to the others. Now if you take Extra Hex: Cackle that becomes a totally different matter...


Ultrace wrote:
Now if you take Extra Hex: Cackle that becomes a totally different matter...

+1

Best way to go with a witch, IMO, is to take the Extra Hex feat and pick up Cackle in addition to whatever debuff (or buff!) you pick. Cauldron was really good for 1st level at one time, but I understand there's been a massive nerf to that.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Foghammer wrote:
Ultrace wrote:
Now if you take Extra Hex: Cackle that becomes a totally different matter...

+1

Best way to go with a witch, IMO, is to take the Extra Hex feat and pick up Cackle in addition to whatever debuff (or buff!) you pick. Cauldron was really good for 1st level at one time, but I understand there's been a massive nerf to that.

I don't know anything about nerfing, but PFS disallows the Cauldron hex.

It's been my opinion (though theoretical rather than experiential) that a good option is to take Extra Hex and start at level 1 with Evil Eye and Cackle (for near-guaranteed ongoing debuffs), then take Slumber at level 2.

But that's just my musings. A local PFS witch recently Slumber'd a boss (rolled a 2 on the save) while a melee-type was already adjacent, so it does have its momemts even at level 1.

Dark Archive

Jiggy wrote:
Foghammer wrote:
Ultrace wrote:
Now if you take Extra Hex: Cackle that becomes a totally different matter...

+1

Best way to go with a witch, IMO, is to take the Extra Hex feat and pick up Cackle in addition to whatever debuff (or buff!) you pick. Cauldron was really good for 1st level at one time, but I understand there's been a massive nerf to that.

I don't know anything about nerfing, but PFS disallows the Cauldron hex.

It's been my opinion (though theoretical rather than experiential) that a good option is to take Extra Hex and start at level 1 with Evil Eye and Cackle (for near-guaranteed ongoing debuffs), then take Slumber at level 2.

But that's just my musings. A local PFS witch recently Slumber'd a boss (rolled a 2 on the save) while a melee-type was already adjacent, so it does have its momemts even at level 1.

For PFS, I've seen Slumber and Cure at level 1. But Slumber just didn't work very well.

I'd probably go Evil Eye, at 2 go Slumber, at 4 go Cackle.

Dark Archive

For Hex's, Slumber is really the default first COMBAT hex you should really get. If you have any melee assistance that will listen to you it's a free kill for them. If you don't it's 2 rounds of free run time if it looks your way.

For Misfortune and Evil Eye if you don't have Cackle already then you definitely want to take Evil Eye. Unlike Misfortune, Evil Eye is gauranteed to work for at least a round the rest are not.

I Highly recommend grabbing the big 4 Hexes as soon as possible (burn all your feats on extra hex) to maximize your options.

1st lvl). Sleep
2nd lvl). Cackle
(Feat) extra hex: Evil Eye
(Feat) extra hex: Misfortune

After that do what you want.

Shadow Lodge

Mathwei ap Niall wrote:


1st lvl). Sleep
2nd lvl). Cackle
(Feat) extra hex: Evil Eye
(Feat) extra hex: Misfortune

After that do what you want.

unless it has been errata-ed cackle doesn't extend sleep, there is no point to getting it without agony, charm, evil eye, fortune or misfortune. Although by 3rd level (2nd if you're a human) that combo of hexes can ensure that the big boss of the mod doesn't last very long

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