| wraithstrike |
What's kinda amusing, to me at least, is that if you delay until right before your turn, you'll use the Hex....and then it'll be your turn, ending it right away.
I am confused. How can you even delay until right before your turn?
Delaying/holding actions is when you don't go when your initiative comes up.
As an example if you roll an init of 23 allowing you to go first, and you delay until init 1 which would make you go last, your new initiative is now 1.
That means you don't go first on round 2. You go last on round 2 so you still have to wait an entire round before your turn comes up again.
| Quatar |
It last till YOUR next turn, not the targets.
So pretty much no matter when you activate it, it will last for his next turn.
My guess is you want to hex Misfortune on him, and then next round use that to force him to reroll a save against whatever you want to do then?
Here's how:
Round 1)
Standard action: Misfortune
Move action: Cackle, extending it to 2 rounds
Round 2)
Whatever you want to do and he has to reroll
Just before Round 3)
Misfortune ends (unless you cackle again in round 2, extending it again - theoretically forever)
| Drejk |
Is it possible for the Witch to Hex a target with Evil Eye or Misfortune at the end of a round (Delaying)and have the effect (which lasts 1 round) start in the subsequent round that follows?I want to have the Hex affect the DC of a will save spell I want to cast in the subsequent/next round.
Delying action delays your initiative count. Your 1 round effect produced on your turn lasts until your following initiative count so this would change nothing. Instead get a Cackle hex, use Evil Eye/Misfortune as a standard action and then Cackle as a move action extending the duration of the first hex by 1 round. Cast a spell on your next turn, Cakle again, cast spell, Cakle, repeat until you or opponent drop.
EDIT: Witchcrafted by Ninjas! maybe Or Ninjaed by Witches. Or something like that.
| Dansun |
So if the witch or any caster with a 1 round duration spell has a crappy initiative then they are pretty useless. Unless I guess you also use an assisting spell/ability to extend it.
I personally don't like the roleplaying scene of a witch constantly cackling to use her abilities she always has to stay put in one spot as well.
meh
| spalding |
So if the witch or any caster with a 1 round duration spell has a crappy initiative then they are pretty useless.
No -- it will still have that effect until that caster's next turn.
Not the next round of combat, but the next time the caster acts.
So if you misfortune say a dire lion before the end of the round and on its next action (before your action on the following round) it pounces someone else it will have to roll twice and take the worse for all its attack rolls for the pounce. Afterward another caster in the party casts hold monster and the lion will have to roll twice again and take the worst save, until it gets back to the witch's initiative again when the misfortune wears off.