| FuelDrop |
Ok, this situation is hyperthetical but hear me out.
if you were a witch and given the option of these two feats then which would you choose? i'd say extra hex (healing hex) for the following reasons:
1) Toughness gives you +lvl to hp. EHHH gives you 1d8+lvl hp recovery, which can be used on yourself and your allies. at 5th level this ups to 2d8+lvl, capping at level 10.
2)Toughness doesn't help make friends, being able to give out healing willy nilly without draining party resources does. 'i say strangely garbed adventurer, if you can help heal this arrow-wound i've got on my knee i'll lead you to the pot of treasure.' would you prefer to answer 'i'm too tough for healing!' or 'here, strange wounded hunter npc number eighteen, let me take a look at that.'?
on the flip side:
1)toughness is proactive, healing is reactive.
2)healing hex won't help against a power word spell, where as toughness might.
3) toughness can stop you from being killed outright by an attack. all the healing hexes in the world won't help after that.
so what do you guys think? for your run of the mill witch, which is better?
| StreamOfTheSky |
Toughness, unless your group DOESN'T just spam wands of CLW between combats.
Healing Hex still needs an action to use if you're using it in combat, and t will seldom be worth the action. Out of combat, you have the wands anyway. Toughness increases the capacity of health you can have at any one time and with the assumption of plentiful healing, that alone makes it better.
If you're in some low magic game, obviously you want all the healing you can get and EH is better.
Set
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When I create a witch, it's always very tempting to spend every last feat on Extra Hex.
Yeah.
I'd take it to 11 and say that if there was a witch archetype that buffed up the hexes *and eliminated spellcasting entirely* I'd be there in line, itching to play it.
That being said, Toughness and Improved Initiative are my two 'go-to' feats for just about everyone I play.
| Drejk |
Can it be used offensively against undead? if so, its not a bad option, esp, when it goes to 2d8.
Yes it can. It mimics cure light/moderate wounds spell as a supernatural ability and cure wounds have built-in ability to be used against undeads. It was either in FAQ or in one thread where (SKR, I think) stated so.
StabbittyDoom
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Kthulhu wrote:When I create a witch, it's always very tempting to spend every last feat on Extra Hex.I'd take it to 11 and say that if there was a witch archetype that buffed up the hexes *and eliminated spellcasting entirely* I'd be there in line, itching to play it.
If they built psionics this way, I would be totally happy with it.
As an anecdote, the Hexblade in our party (Magus that can take hexes) spends most of his feats on Extra Arcana/Extra Hex, and not for things that enhance casting.
I also vote for Healing Hex, btw. Very very helpful in our party, especially if you take Scar with it so that you can heal at range.