Playing a witch, but running out of interesting hexes to take, might multi, suggestions?


Advice


The party is a paladin/fighter/monk, a fighter, a dragonborn sorcerer, and me. We will soon have a teifling druid. I don't have my sheet on me now, but my int is 20, and I already have a high craft alchemy (for the cauldron hex). I'm also level 8. Does alchemist seem viable?


If you multiclass out of Witch your existing hexes won't see their saves increase and start to become less effective. Also you'll lose out on spells.


no stay single class for a full caster. A level in alchemist may seem neat, but you already have brew potion and 5th level spells start next level. On top of that which hexes have you taken even if you've blown every feat on extra hexes you're about to be able to reach a new level of hexes anyway.


Pathfinder Rulebook Subscriber

Losing spell progression is massively crippling, and you're right on the edge of some of the best spells.

I wouldn't take anything that doesn't mitigate that in some way.

For instance, a level in (crossblooded) Sorcerer for a bloodline can get you interesting options via bloodline arcanas... For example, enchanters benefit hugely from undead, serpent or similar bloodlines which open up other Types for Mind Affecting spells, or the Fey/Infernal bloodlines for DCs.


Also, at level 10 you get access to major hexes. That should give you some more interesting stuff to play with.


If you really don't want any more hexs you could always take a prestige class.


What hexes do you have? Did you just take nothing but Extra Hex for feats? I know some people here say to do that, but they are very, very wrong.

The essentials:
Slumber
Flight

The very good ones:
Misfortune
Fortune
Cackle
Scar (requires certain others to be not worthless; and using it well might piss off your DM)

The decent ones:
Evil Eye
Prehensile Hair

The interesting, but of questionable use ones:
Water Lung
Cauldron
Feral Speech
Tongues

I seriously doubt you have all of those, or even all of the non-situational ones.

Shadow Lodge

Out of interesting hexes? Jesus, when I build a witch I have to force myself to take feats other than Extra Hex.

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Kthulhu wrote:
Out of interesting hexes? Jesus, when I build a witch I have to force myself to take feats other than Extra Hex.

+1

@Stream: I don't think it's quite as wrong to take Extra Hex all the time as you say it is. There's not a lot of interesting stuff for casters to take. You can pick up some defensive feats, and Spell Penetration when SR becomes an issue, but there are plenty of hexes worth a feat, if not more.


I have Flight, Prehensile Hair, Cauldron, Evil Eye, Healing, Misfortune, and Ward. I took Ward early on, thinking it would be more useful, but it's only proven itself twice. The ones I use the most are Prehensile Hair, Cauldron, and Healing.

Currently, I'm serving as both the Moral Compass and the Brainiac of the group. I pass 80-90% of my Knowledge checks, and the hair is actually viable in combat due to a homebrew feat that allows me to wield a dagger in my hair. My patroon is the Elements, and I am truly the only caster in the party until now. I took the Healing hex and Cauldron so I could get away with not preparing as many healing spells, leaving more room open for the boom boom. The incoming Druid can take some of the healing weight off of me and also pack a punch, so it will be easier with spells from here on out.

Currently in the story she is doing research to see if there is a way to return an Undead's soul (or what accounts for a soul in this setting). She basically wants to cure a Neutral Good Vampire she's currently befriended of his affliction. I was hoping the Alchemist's abilities would help her in that, but perhaps I can get away with that with Cauldron and the Craft: Alchemy check.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Without thinking hard, I would suggest Disguise or Feral Speech.

I'm currently playing a multi-classed Witch/Rogue, which I'm having a blast with. But I would only suggest multi-classing if you specifically take Hexes that don't have DCs, otherwise you risk them becoming useless at high levels.


You'll get more mileage out of Misfortune and Evil Eye if you pick up Cackle. (Misfortune is kind of a waste of an action without Cackle.)


slumber that one is godly i'm still using it at lv17 and ending fights w/o using any of my spells doing just as much if not more than I would be doing if I were using artillery


Yeah, if you have Evil Eye and Misfortune, you really should get Cackle.

Also, as a level 8 w/ Elements patron...start looking into the Dazing Spell metamagic feat. Apply it to a spell that has a reflex save, like your flaming sphere or fireball patron spells, and it's pretty good for shutting enemies down via reflex saves. For will you have slumber and tons of enchantments, and for fort you'll soon have Ice Tomb and Baleful Polymorph to accompany Blindness/Deafness, so the feat helps round out your arsenal quite a bit.


What are some of the more creative uses of the scar hex?

Dark Archive

Keep in mind also that you're getting access to your major hexes soon. Don't multiclass, and pick up cackle.


Shalafi2412 wrote:
What are some of the more creative uses of the scar hex?

Besides the obvious Healing Hex/Scar combo, you can Split Hex off of an animal kept in a cage that your ally carries. This can allow you to, for example, Evil Eye any opponent an ally is within 30 feet of.


The Prehensile Hair hex also lets you deliver touch spells without being in melee range - which can be very useful for a witch.

And what people said. Misfortune + Cackle = gimped opponents. Just get used to not getting many move actions.


Shalafi2412 wrote:
What are some of the more creative uses of the scar hex?

Well, you can use hexes on scarred creatures for up to a mile. So w/ scar hex and some basic scrying type magic and/or telepathic bond to communicate, you could hang out on the other end of town and keep the party buffed with hexes like Fortune + Cackle (just keep it going so the fortune doesn't end), Waxen Image (it sucks as an offensive hex; as a way to give allies bonus move actions it's pretty cool), Ward, and so forth.

I call it the "Stay at Home Hexer."


These are all great ideas! I am going to be getting a regular hex next level and will keep scar in mind though I will probably get flight first.

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