First time playing Witch.


Advice


Hi, guys. Going to start another campaign and i wanted to roll a witch. The party is all level 1 and is composed by:

Sorcerer with Draconic Bloodline
Dwarf Ranger (Probably Two Weapon or Switch hitter)
Human Monk

The Witch is gonna be also human and i'm taking a scorpion for familiar with the talents Extra Hex and Improved Iniziative (Or maybe another Extra Hex) and therefore the Hexes Cackle and Misfortune (and Evil Eye with the other talent). I'm having some trouble deciding the patron.


Trickery and Shadow are both solid options. Shadow gives you the Shadow Conj and Shadow Evoc lines, which are both really good. Just make sure to slip in Spell Focus: Illusion at some point so you don't get reamed by the double saves.


there was quite a good witchguide here somewhere, by some guy with the name viking in it. Hope your search-fu is better than mine.

In short Evil eye is better than misfortune, human is a fine choice, a shame that ranger and monk won't profit from lower saves and there are good and bad patrons, my favorite is probably shadow, just look for spells that you would not normally get but are great.

Witches are easy to play, so no worries, if you've got nothing to do, evil eye and cackle, if you already lowered the saves with evil eye and there is no other ennemy around, just lower his AC and the ranger and monk will thank you.

Edit: archetypes: beast-bonded, needs a lot of GM fiat but is normally unkillable. If you seriously lack healing, the Hedge Witch is good, but the normal witch can still heal good enough for a casual game.


I would grab evolved familiar (reach) and the scar hex at some point. You never have to get near battle again! ;)


Witch Guide.

Another Witch Guide.

Do you know what you're likely going to be facing in the campaign? That can influence your choice of patrons and archetypes. For example, if you're playing something undead-heavy (like Carrion Crown), you'll need to look at spells and hexes that aren't mind-effecting.

The Deception and Spirits patron both give you Invisibility. Elements is kind of meh, especially with a sorcerer in the party, but pick it up if you like blasting, or if the campaign might prevent you from doing the debuffing thing witches do so well. Without a Cleric in the party, picking up the Healing patron might be a good idea, since it'll give you access to the restoration spells. Can't go wrong with this patron, really.


I hate to admit but I like the healing hex!

The guides usually do not rate it very high but that being said, I still like it.


Don't cross bridges, LOL. My last witch died from the fall from a broken rope bridge. It was a rather iconic death, the whole witches and water thing. :)

Dark Archive

Fionnabhair wrote:

Witch Guide.

Another Witch Guide.

Do you know what you're likely going to be facing in the campaign? That can influence your choice of patrons and archetypes. For example, if you're playing something undead-heavy (like Carrion Crown), you'll need to look at spells and hexes that aren't mind-effecting.

The Deception and Spirits patron both give you Invisibility. Elements is kind of meh, especially with a sorcerer in the party, but pick it up if you like blasting, or if the campaign might prevent you from doing the debuffing thing witches do so well. Without a Cleric in the party, picking up the Healing patron might be a good idea, since it'll give you access to the restoration spells. Can't go wrong with this patron, really.

Yeah, your pretty much going to be healing since you are the only party member with the capacity to do it. Now you can bypass it and go with one of the other Patrons (I'm a HUGE fan of the Time patron) but it comes down to what kind of witch you want to be.

As a first timer I'd recommend a support witch focusing on heals and de-buffs (with the regular casting of haste/slow) and do everything you can to keep your soooo squishy part alive but it's really up to you.


The compsognathus (dinosaur) gives +4 initiative (better than scorpion). It's in the Beastiary 2. If the dinosaur part weirds you out, think of it as a creepy magical featherless chicken... Which seems more witchy to me...

With human you could pick up 3 hexes at first level. If you want to heal, evil eye, cackle and heal would be solid. If you want to rely on prepared spells and wands for healing you can pick up the debuff super trio of evil eye, misfortune and cackle at first level which is pretty awesome. If you go Hedge Witch, definitely pick up three hexes at first level, as you lose a few down the road, otherwise I'd say it's more a matter of preference.

Picking up fortune at some point so that you have something productive to do when confronted with creatures immune to mind affecting effects is probably a solid choice.


I went with the gravewalker archetype and evil eye and cackle hexes. The gravewalker archetype replaces your witch first level hex with "aura of corruption" so I used extra hex feat to get evil eye and cackle. The "occult" patron seemed the best fit for the gravewalker archetype.

If you have any downtime in your campaign, your witch can help the party quite a bit with potions.

My witch so far has been much more effective out of combat than in combat. But he just reached level 3 and took "prehensile hair" with his feat slot (extra hex again) so I'm looking forward to our next session so he can do amazing things with his flowing blue locks...


My choices - if you are likely the party heal-bot, would be to go with something like:
Choose the Hedge Witch template - being able to channel spells into Cure spells is going to be useful.

Human Feat: Extra Hex (Sleep)
Level 1 Feat: Extra Hex (Scar)
Witch Hex: Heal

With a scorpion or compsognathus you get some Initiative boost. If you have Traits, you might be able to scrounge up another +2 Initiative as well. Thus, Improved Initiative can be added in a way without blowing a feat.

Patron: I've always had a soft spot for Endurance. Why? I like the idea of having the Miracle spell eventually (and via that - pretty much every clerical spell from 8th level on down). Nice way to top out the character if your campaign gets to that level.

My feat/hex selections: Scar has been errata'd - you can scar your party members and then heal them at range (up to a mile). As you progress, pick up other hexes to boost your allies and apply them at a range too, then Cackle to keep them going. Keeps your squishy character a bit further away from combat.

I prefer the buff hexes - they always work (like Fortune). If you are going to hex an enemy, the Sleep hex takes them down. Instantly. If my opposition is going to fail a save, I'd rather they be down for the count than just cursed a bit. The Sleep hex scales and has no HD limit too. Do a search about the Sleep hex here on the boards. My 8th level witch was knocking down trolls left and right in one Kingmaker encounter with the Sleep hex. Obviously, won't work in every situation, but crunch the numbers - the DC is decent, scales with your level and gets deadlier with stat boost items (or, Threefold Aspect - which will boost your Int nicely if you are magic poor. Available at 7th level).

I think with a bit of work, you can get a credible healer out of the Witch class, and still have a ton of fun things to do besides just healing.


Good point about scar hex Dracovar. For the OP: this is the FAQ that covers it.

Cackle is so strong I would hesitate to pass it up.

For example, if the enemy makes their save against Evil Eye, the duration is reduced to one round... which you can extend forever with cackle, effectively making your Evil Eye hex have no save! Remember: hex first, Cackle second! Sure, you can hit them with Slumber in round one, but for more reliability, Evil Eye + Cackle round one (-2 to saves) and hit them with Slumber (or Misfortune) round two!

Same goes for Fortune. One round duration becomes forever with Cackle. You can get your whole party on the reroll train in just a few rounds and keep them all up with Cackle. And don't forget if you've got nothing better to do, you can Cackle twice to add two rounds, freeing up your next turn in case you have to move and deliver and emergency heal, or take cover from an archer, or whatever.

Sczarni

1 person marked this as a favorite.

I'v played witch up to lv5 in PFS scenario's. There are few things I can recommend.

Ask yourself first what kind of witch you want to play, debuffer, support/healer, pure healer, sadly there is no nuke witch ( her list won't give you much of damage spells especially early in game ).

- Fortune beats Misfortune hex. As with all buffs/debuff, Misfortune hex can be saved, Fortune can't and it gives your Ally a sure hit buff. Combined with Cackle, everyone in your group will love you for it.

- Evil Eye is good in early levels, but it loses it charm after 3rd 5th level. There are better things to be casting unless you are completly out of spells.

- Flight hex on 5th level is must. Take it. It's fun, damage avoid, fun, and more fun. Imagine bombing enemies while you fly on your broom ( okay you don't actually use the broom, but imagine the fun! ).

- Slumber hex is essentially best offensive hex to be used. Save or be coup de graced.

- Ward hex is good in early levels, helps alot vs those suprise rounds.

- Rest of hexes are flavourlike more, and situational but nevertheless good to have, such as Tongues and Feral Speech.

I can't recommend much of on patrons, but they are simple to look upon. Elements gives you more burst damage power, Ancestors moves you closer to a cleric, Strength gives you more melee power, and so on.


Malag wrote:
- Fortune beats Misfortune hex. As with all buffs/debuff, Misfortune hex can be saved, Fortune can't and it gives your Ally a sure hit buff. Combined with Cackle, everyone in your group will love you for it.

I disagree here. Fortune is a good Hex, but Misfortune is simply better.

You can only use Fortune once per day per party member. That's like 4-6 times per day Misfortune, most likely less since some party members won't really need it. You don't roll that many d20 as a witch, for example. Sure, you might want to cast it on yourself just in case you need to make a save but how many times will that be a total waste of an action?

Misfortune on the other hand cen be used on every single enemy you face. That could easily be 10-15 per day. Yes, they get a save but it's most effective on melee brutes anyway and those tend to not have high will saves.

Also don't forget that Fortune affects only ONE roll per round whereas Misfortune affects every single roll for its entire duration.

Oh, and Misfortune is your only non-mind-affecting offensive hex before level 10. That's something to keep in mind when fighting undead, vermin, constructs and the like.

Quote:
- Evil Eye is good in early levels, but it loses it charm after 3rd 5th level. There are better things to be casting unless you are completly out of spells.

Well, it does improve to a pretty nasty -4 penalty at level 8. For an ability that basically doesn't allow for a save, that's not bad. Also makes using your other hexes and all of those save-or-suck spells on your spell list THAT much easier to use.

Quote:
- Flight hex on 5th level is must. Take it. It's fun, damage avoid, fun, and more fun. Imagine bombing enemies while you fly on your broom ( okay you don't actually use the broom, but imagine the fun! )

It is a good hex, but you can get Overland flight at level 9. I still think the hex is worth taking, but you should keep the spell in mind. If your build won't allow you to get it before level 8 or something, you might want to wait that one additional level.


@Blave, not if you got the right interpretation, fortune can be used but once per day, but with cackle it lasts a whole fight (or even longer) and can be used once per round.
That's at least how I play it.

You're right with evil eye, -4 is nice, and stays useful for some levels after 8.
And a cauldron of flying is pretty cool :)

Sczarni

Since Misfortune is save based, lets say that in 50% of cases you land it, that means that your equivalent of 5 Fortune hexes equals 10 Misfortune hexes. Misfortune from my xp is so-so, since there is no way, in PFS at least, to boost its DC. I just dont like it so much. Playing out Fortune is always good.

Evil Eye is like I said, good for spaming, but later on loses charm. Even at lv8 you will have other spells to use, better stuff to cast. I am not saying its bad hex, its better then most, there are just points when you wont use it at all.

Flight hex is must. Period. Why use spell if you can use Flight hex 500 times a day. And you you will never receive falling damage in game. It saved me so many times.


Richard Leonhart wrote:

@Blave, not if you got the right interpretation, fortune can be used but once per day, but with cackle it lasts a whole fight (or even longer) and can be used once per round.

That's at least how I play it.

I know it can last a whole fight. But it's still only one combat (well, one per party member) and only one re-roll per round. It's good, even very good but you just can't use it as often as Misfortune.

Quote:
Since Misfortune is save based, lets say that in 50% of cases you land it, that means that your equivalent of 5 Fortune hexes equals 10 Misfortune hexes.

Except a single Misfortune will often affect 3-5 or even more rolls per round. There are saves, attack rolls (don't forget AoOs!) combat maneuver checks and maybe the occasional skill check.

Misfortune is absolutely devastating for the DPR of melee-focused enemies. The high vulnerability to save-or-else spells and effects is just the icing on the cake.
Quote:
Misfortune from my xp is so-so, since there is no way, in PFS at least, to boost its DC. I just dont like it so much. Playing out Fortune is always good.

On an average enemy, the DC should be roughly a 50% chance of success. And you can always use Evil Eye or other debuffs to make sure your Misfortune has the best possible chance to succeed. Quickenes Ill Omen (or Ill Omen cast from a Wand by your Improved Familiar!) will help greatly, too. And IF it sticks to a foe, he's pretty much beaten.

Also, I respect the fact that you don't like it, but that does hardly mean it's bad. ;)
Quote:
Evil Eye is like I said, good for spaming, but later on loses charm. Even at lv8 you will have other spells to use, better stuff to cast. I am not saying its bad hex, its better then most, there are just points when you wont use it at all.

I could see me using it all the way up to level 20. There are always henchmen that are simply not worth using spells or times when you need your spell slots for other things (healing/utility). Even in boss battles I'd totally spend a round to use Evil Eye so I can really mess him up in the second round with Blindness, Suffocation or something like that.

Quote:
Flight hex is must. Period. Why use spell if you can use Flight hex 500 times a day. And you you will never receive falling damage in game. It saved me so many times.

No, it's not. Again, you're talking about yourself, which is fine. For me, Misfortune is a must. For you, it's Flight. Different playstyles and preferences don't make for an "absolute" right answer.

As for why I could see someone not taking Flight:
- It only affects yourself, so chances are you're gonna need a Fly spell or two prepared for the rest of the party anyway.
- Overland Flight will keep you from falling, too.
- Overland Flight will last the whole day. Sure, you can use the hex to fly very often, but activation is still a standard action which you might not be able to spare in combat.

I agree that Flight is great, but a build tightly focused on other things might simply not be able to afford it before high-ish levels. I'm just saying that some people might want to skip it entirely when they can have Overlad Flight in just a few levels.

---------------------------------------

Just my 2ct. I don't want to start a whole discussion on hexes so I'll quit here.


I disagree, Blave. Flight Hex is infinitely better than Overland Flight for most applications. Overland Flight is only particularly good when you anticipate flying for an extended period without the threat of Dispel Magic. Flight Hex covers a much more broad scope and is even worthwhile at level 3, where it can protect you from the dangers of certain spells that came out in the APG (Create Pit, for example, nearly killed my Witch and completely nullified her for the combat because I didn't have Flight).

The Exchange

Adamantine Dragon wrote:

I went with the gravewalker archetype and evil eye and cackle hexes. The gravewalker archetype replaces your witch first level hex with "aura of corruption" so I used extra hex feat to get evil eye and cackle. The "occult" patron seemed the best fit for the gravewalker archetype.

If you have any downtime in your campaign, your witch can help the party quite a bit with potions.

My witch so far has been much more effective out of combat than in combat. But he just reached level 3 and took "prehensile hair" with his feat slot (extra hex again) so I'm looking forward to our next session so he can do amazing things with his flowing blue locks...

If your first level hex is replaced, then you can't pick up extra hex, as you don't have the Hex class feature.

d20pfsrd wrote:

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.

Special: You can gain Extra Hex multiple times.

Just so you know.

In regards to the Flight hex, it can't be used 500 times/day.

Flight Hex wrote:
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Emphasis mine.


Edgar Lamoureux wrote:
Adamantine Dragon wrote:

I went with the gravewalker archetype and evil eye and cackle hexes. The gravewalker archetype replaces your witch first level hex with "aura of corruption" so I used extra hex feat to get evil eye and cackle. The "occult" patron seemed the best fit for the gravewalker archetype.

If you have any downtime in your campaign, your witch can help the party quite a bit with potions.

My witch so far has been much more effective out of combat than in combat. But he just reached level 3 and took "prehensile hair" with his feat slot (extra hex again) so I'm looking forward to our next session so he can do amazing things with his flowing blue locks...

If your first level hex is replaced, then you can't pick up extra hex, as you don't have the Hex class feature.

d20pfsrd wrote:

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.

Special: You can gain Extra Hex multiple times.

Just so you know.

There is a major difference between "having a hex" and "Prerequisite: Hex class feature". Any witch at level 1 has "Hex" as a class feature Edgar. It's part of the CLASS, not part of the CHARACTER.

The Exchange

Actually, when you replace a class feature such as the first Hex, Arcana, Discovery, etc, you don't count as having the class feature.

Ultimate Magic, pg 14, under Alternate Class Features wrote:

A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or pre-requisites.

Edit: To be clearer, You don't technically replace the hex class feature. You postpone it's acquisition. You don't have the Hex class feature if you don't have a hex.


I personally think misfortune is at least a lot closer in terms of power to evil eye than most give it credit for. Even if evil eye will always be superior due to lack of a save.

Misfortune pros:
-Effects all of the following rolls (ability checks, attack rolls, saving throws, skill checks).
-Is non-mind effecting so almost nothings picks up immunity.
-Rerolls mathematically are nice as they tip the scale towards the lower end of the dice and are on a whole a ton more powerful then a numerical penalty. (AnyDice comparison)

Misforune Cons:
-Will Save dependent.
-Less powerful when not used in conjunction with cackle.

For my money applying the debuff across multiple types of rolls, the 1.43 on average higher debuff, bypassing immunities, and mathematical advantage of rerolls over penalties is at least closer of an even trade for the downside of it having a save than things without a save like evil eye. You shouldn't be targeting things with high will saves anyways.

It's at least a ton more powerful than the fortune hex for what it's worth.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.
Edgar Lamoureux wrote:

Actually, when you replace a class feature such as the first Hex, Arcana, Discovery, etc, you don't count as having the class feature.

Ultimate Magic, pg 14, under Alternate Class Features wrote:

A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or pre-requisites.

Edit: To be clearer, You don't technically replace the hex class feature. You postpone it's acquisition. You don't have the Hex class feature if you don't have a hex.

OK, so you are saying the developers deliberately created two witch archetypes which keep witches from using feats to gain hexes until level 2. I simply don't believe that was their intent. If so it's a stupid intent. "Let's create witch archetypes that aren't even witches until level 2!"

Stupid.

Since I've already played my witch at level 1 without the archetype (the archetypes were released when he was level 2) and the GM allowed us to revise our characters to use archetypes, I'll just say he waited until level 2 to use his first level feats.

I'd love a developer weigh in on this. I can't believe they deliberately gimped two witch archetypes in this way. If they did, I'd like them to explain what makes these two archetypes so awesome at level 1 that it justifies removing their core class ability at that level.

Sczarni

1 person marked this as a favorite.

@Edgar Lamoureux

500 Times a day was merely a comparison of how many, many, MANY times you can use the hex. But if you want it:

In 1minute increments. Meaning X times a day depending on your X level of witch. 1 minute , 60 seconds, 10 rounds.

At lv5 that's 10*5 = 50 rounds of flight a day. It isn't 500 rounds, but its large amount.

@Blave

IF you can land Misfortune, its great, if not, well you just wasted your action. But that's what save or suck spells do anyway. Casting Fortune is 100% success, and you can cast it on summons too.
It all depends what kind of witch you play.

"Also, I respect the fact that you don't like it, but that does hardly mean it's bad."

Don't speak like this please. I never said its bad, simply that it beats Fortune Hex.

"No, it's not. Again, you're talking about yourself, which is fine."

I am not. Majority of people will agree that Flight hex is 1 of best hexes.

"I agree that Flight is great, but a build tightly focused on other things might simply not be able to afford it before high-ish levels. I'm just saying that some people might want to skip it entirely when they can have Overlad Flight in just a few levels."

I respect that someone might skip it, esppecially if you love flavour chars like me, plus you can always pick it on next level when you gain new hex.

"I could see me using it all the way up to level 20. There are always henchmen that are simply not worth using spells or times when you need your spell slots for other things (healing/utility). Even in boss battles I'd totally spend a round to use Evil Eye so I can really mess him up in the second round with Blindness, Suffocation or something like that."

It sounds always good, in practice.


Malag wrote:
I never said its bad, simply that it beats Fortune Hex.

I guess we'll just have to disagree here :)

Quote:
Majority of people will agree that Flight hex is 1 of best hexes.

Oh, it is. Without a doubt. But so is Misfortune. Yes, and Fortune, too. Still doesn't make it an absolute "Must have. Period."

I agree totally that Flight is great. Your post just made it sound as if any witch who doesn't pick it must be out of their mind. Seeing how much of its effect can be doublicated with Overland Flight, I just don't think it's true. Flight IS great, no question. But it's totally possible to play a Witch without it.

Also, I realize my last post might have sounded more offensive than intended. If so, I apologize.

Quote:
I respect that someone might skip it, esppecially if you love flavour chars like me, plus you can always pick it on next level when you gain new hex.

I once tried to build a mostly healing Witch. With the Hedge Witch archetype taking away 2 of my hexes and a few feats and other hexes I didn't want to live without, I was indeed at a point where I couldn't have taken Flight before level 8 or 9. That was when I realized that Overland Flight is right around the corner and I might just as well pick another hex. I neven got to play that witch so I didn't think about it much further. Maybe I'd have taken Flight anyway. But I most likely could have lived (and survived) without it.

Sczarni

@Blave

Well then, my bad for "Must have. Period" part.


I've been playing a witch for a while and went with the elemental patron since our party didn't have a wizard or sorcerer. I was very tempted to take the wisdom patron because it has several defensive spells, something the witch's regular spell list is very short on, and most of the other spells I would use often.

I wouldn't pick a patron just for one or two spells you like (that's what use magic device and scrolls are for) instead I would go with the list that gives you the most spells you think you would use often.

The Exchange

Malag wrote:

@Edgar Lamoureux

500 Times a day was merely a comparison of how many, many, MANY times you can use the hex. But if you want it:

In 1minute increments. Meaning X times a day depending on your X level of witch. 1 minute , 60 seconds, 10 rounds.

At lv5 that's 10*5 = 50 rounds of flight a day. It isn't 500 rounds, but its large amount.

Not quite. You actually get 5 uses, each a minute long. The minutes must be used in one minute increments. You basically get 1 free Fly spell, using 1 min. out of the total duration each time you need to.

@AD, This is the way I've seen it done in almost every build thread, and as far as I can tell, it's right. It's the way I've had it ruled in my games, it's the way I've ruled it, and it's the way I've seen it ruled the most on the forums. If the dev's wanna chime in and so "No, x doesn't work like this, it works like that," that'll be fantastic, but until then you can continue using it how you use it, and I'll continue to use it the way I use it.


I'm going to be rolling with a Winter Witch with the Winter patron (gasp!) in an upcoming campaign. The choice is based on character background, though. Were I min/maxing I'd probably steer clear of the Winters.

Dark Archive

Ok time to chime in.

Witch's make sub-par buffers, they lack the core buff spells and only really have one hex that's any good to use on party members. They are debuffers with an occasional buff spells but mostly are offensive casters.

Fortune... sucks as a hex. Even the most generous interpretation of it will only really work for 1 fight a day (at best) without totally crippling your witch. Doing the cackle + Fortune trick effectively makes you staggered for as long as you use it.
Cackle eats your move action leaving you only able to make a single standard action every round.
You can't cast any spell with a cast time over a standard, you can't take full actions, can't run or do a withdraw action or go total defensive.
Oh and if you think you can get by it by using a mount remember you still need to do a handle animal or Ride check each round and most of those options eat up your only action to control your mount.
Add to that you kill all attempts to stealth (cackling madly is going to be a horrid penalty to stealth checks), negatively affect all social interactions (what's with the nutjob laughing like a madman non-stop all day) and as soon as you stop your are done for the day and your party has to wait till tomorrow for the buff.
Now if you don't mind your character sitting in the corner giggling like a madman great but doesn't make for an interactive game.

@Adamantine Dragon, whether it's stupid or not he's right. You get no hexes at first level and don't qualify for the feat. That's how the rules work.

Flight Hex is really an amazing hex. Stop looking at the duration, it really lasts for level number of encounters per day, a fight or challenge usually only lasts about a minute. It also goes faster (60 ft instead of 40ft) and you can get it earlier then overland flight. It also protects you from falling damage without eating up another spell slot (Feather fall for free at will all day and a free levitate spell 1 per day on anything (not just yourself).
Flight hex is three spells in one that doesn't provoke when you use em. Take it every time.

Cackle, is not as valuable as you think. It only affects 5 hexes (one you can't get before 10th, and gives a save every round; another I've never seen taken=charm hex, another that cripples your character when you use it=fortune). It's only really going to be used for Misfortune, Slumber and evil eye. Good choices but rather limited since all but misfortune is a will save so pretty iffy to use on bosses.

Just some clarification on a few assumptions, hexes are great but usually somewhat limited.


Mathwei ap Niall wrote:
Flight Hex [...] a free levitate spell 1 per day on anything (not just yourself).

That's not true. The Flight hex in all its applicattions only affects the witch herself. There's a FAQ and even an errata saying so.

So by level 5, you'll hardly ever use levitate.

Dark Archive

Blave wrote:
Mathwei ap Niall wrote:
Flight Hex [...] a free levitate spell 1 per day on anything (not just yourself).

That's not true. The Flight hex in all its applicattions only affects the witch herself. There's a FAQ and even an errata saying so.

So by level 5, you'll hardly ever use levitate.

Roughly yes, you have to levitate with the object now and are limited to something in your weight allowance. Small quibble but valid point.


1 person marked this as FAQ candidate.

@Mathwei - I FAQ'd the post because I'd really like a developer response to the question if they truly intended to create two "witch" archetypes who are not able to utilize the core witch ability at level 1.

I frankly think that it is highly unlikely (read "nigh impossible") that they intended to gimp two witch archetypes so severely.

I hope they respond.


I found Evil Eye to be a great use of my standard action, so long as I was up against an enemy that wasn't immune to mind-affecting abilities. My party's melee combatants loved having the AC of their foe lowered by 4. Attacks were more likely to succeed, crits were more likely to confirm, and out inquisitor was more likely to hit after activating his bane ability. (A -4 to AC can make a big difference to a 3/4 BAB class trying to hit things!) Never a wasted turn with that hex.

I also vote for the Flight hex over the Overland Flight spell. At-will feather fall can be lifesaving, and 60ft/round movement speed can mean the difference between being able to get to the fighter in time to touch him with a heal spell, and... not getting to him in time. I also liked pairing this hex with Dimension Door (which I took as a preferred spell). Barrier between me and the baddies? How high is the ceiling? DD past the barrier, 100ft or so off the ground. Feather fall gets me to the ground safely, but I get to spend a couple of rounds in the air (and out of melee reach) first.

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