Hex and Creation Feat


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I have just leveled my witch to 6th level and she gets a new hex. I am torn between tounges and cauldron. Is there a list of spells some where that shows exactly what spells can be made into potions especially spells on the witch list?

Also, of the two hexes which is better? I have taken a look at the Guide but still am not too sure.

Silver Crusade

Shalafi2412 wrote:

I have just leveled my witch to 6th level and she gets a new hex. I am torn between tounges and cauldron. Is there a list of spells some where that shows exactly what spells can be made into potions especially spells on the witch list?

Also, of the two hexes which is better? I have taken a look at the Guide but still am not too sure.

Well I can't give you a list, but honestly those hexes are actually not that attractive in my opinion. Could you post the hexes you already have ?

Dark Archive

They actually both are really bad choices.
Cauldron has been nerfed to the point where it's strictly inferior to the Craft Wondrous Item feat in ALL ways (potions now require you to actually have the spell you want to craft Memorized at the time of brewing so no more brewing spells you don't know or aren't on your spell list). CWI does not have this limitation so it's easier to just craft a 1 use item that does the samething as the potions used to do.

Tongues... is just bad. 6 minutes of conversation a day. Just use to scrolls of comprehend languages and go from there. Cheaper and easier by far.


I have flight, evil eye, slumber, fortune, misfortune (IIRC) and cackle.


Would healing be a better hex since I can use it to heal my party or attack undead in a worst case scenario?

Dark Archive

Eh, I'd recommend either Prehensile Hair or Charm hex at this point.
The extra hand is always useful (especially when it uses your Int as it's strength) or the free diplomacy bump from Charm. It stacks with regular Diplomacy and lets you take a murderous enemy and turn it into your best friend PLUS it ignores SR and doesn't care what their starting attitude is. Mostly.


Would it work on fiends (I am a dimensional occultist)?

Dark Archive

If they aren't immune to mind affecting and/or diplomacy, yup.


Personaly I enjoy cauldron. Of course I am my parties only healer and I NEVER have cure prepped unless I know IO am about to have downtime. My party consists of zen archer monk, two fighter and myself. I just give them potions and say you are on your own. Amazing how much smarter people are when they know that they dont have a healbot standing behind them. Of course the champain is naval based (its a Torn World setting) so we have a fair amount of downtime between outings.


Interesting, Math. Why not go with the tounges hex?

Silver Crusade

How often are your really using the tounges hex? If it's only rarely some scrolls are a far better option.


That is true!


Mathwei ap Niall wrote:

They actually both are really bad choices.

Cauldron has been nerfed to the point where it's strictly inferior to the Craft Wondrous Item feat in ALL ways (potions now require you to actually have the spell you want to craft Memorized at the time of brewing so no more brewing spells you don't know or aren't on your spell list).

Creating potions worked that way since Brew Potion feat was introduced in 3.0. And creating potions prior to 3.0 was much-much harder.

Quote:
CWI does not have this limitation so it's easier to just craft a 1 use item that does the samething as the potions used to do.

As a custom designed item requires GM oversight and permission. Not every GM allows designing custom items or requires spending extra time and resources to design item prior to its creation.

From my experience, as long as there is access to ingredients (either as loot or as purchasable commodity) potion creation is decent option and useful for the party. This may vary depending upon party and style, however.

Quote:
Tongues... is just bad. 6 minutes of conversation a day. Just use to scrolls of comprehend languages and go from there. Cheaper and easier by far.

I agree with that. Unless you have important RP reason to take tongues hex. It really could use some improvement, probably duration upped or give some additional effect.


What hex would you recommend then Drejk?

Silver Crusade

Shalafi2412 wrote:
That is true!

I am sorry to say this, but honestly you have taken the extra hex feat too often, there aren't that many great hexes for players at that level.

Of course if 3rd party material is allowed... there might be some material for you out there.


I dont think that I took it too often as these hexes have all been helpful in keeping me and the party alive, especially the flight hex for me.

Dark Archive

Drejk wrote:
Mathwei ap Niall wrote:

They actually both are really bad choices.

Cauldron has been nerfed to the point where it's strictly inferior to the Craft Wondrous Item feat in ALL ways (potions now require you to actually have the spell you want to craft Memorized at the time of brewing so no more brewing spells you don't know or aren't on your spell list).

Creating potions worked that way since Brew Potion feat was introduced in 3.0. And creating potions prior to 3.0 was much-much harder.

Quote:
CWI does not have this limitation so it's easier to just craft a 1 use item that does the samething as the potions used to do.

As a custom designed item requires GM oversight and permission. Not every GM allows designing custom items or requires spending extra time and resources to design item prior to its creation.

From my experience, as long as there is access to ingredients (either as loot or as purchasable commodity) potion creation is decent option and useful for the party. This may vary depending upon party and style, however.

Quote:
Tongues... is just bad. 6 minutes of conversation a day. Just use to scrolls of comprehend languages and go from there. Cheaper and easier by far.
I agree with that. Unless you have important RP reason to take tongues hex. It really could use some improvement, probably duration upped or give some additional effect.

Actually, no they didn't.

Prior to the errata you could craft a potion of any valid spell whether it was on your spell list or not. You also didn't need to have it memorized that day either, it simply increased your DC by 5 to brew any potion you wanted.
Also Potions have a nasty limit of only being able to brew one potion per day so it takes a week of downtime to actually give your party one potion a piece.

CWI on the other hand does not require you to have the spell memmed (or even be able to cast that spell). Add to that you can use CWI to create something like a Gumdrop of Cure light instead of a potion of CL and I don't think any GM would ever say no to that. (And any GM who won't let you put a single spell into a one use object exactly like Brew Potion does is probably going to give you issues with brew potion anyway)
Really what it comes down to is CWI can do everything that Brew Potion can (the exact same way)and then do ten times more.
Taking CWI instead of Brew Potion at worst will get you the same options and at best will let you do things that noone else can (I like sugar cookies of Shield myself, something Brew Potion Can't do).

Trust me, skip the Cauldron and go straight for Craft Wondrous Item if you do decide to go down the crafting route.

@Shalifi, It's not that you took extra hex to often, just too early. You know have 3-4 levels of trying to find a decent hex to take before you get access to the major hexes which you WILL want a fist full of but you'll also want to start grabbing item creation and metamagic feats at the same time.
It's not a bad thing just less then efficient.


As a dimensional occultist however, I loose 2 or 3 hexes.


If you Are making items with CWI that duplicate potions you have a very generous dm. The item creation rules have a lot of dm oversight written into them that the dm is encouraged to use. Cwi isn't intended to be a make any item I want. It cannot be used to imitate other creating feats.

I'd have to double check but I am pretty sure a 1 shot lvl 1 use once item from cwi costs more to make than a potion. But regardless brew potion exists for a reason, lots of players use potions if that's the goal of the op then cauldron is fine.

I wouldn't take tongues though unless language ages are a really big issue in the game.

Dark Archive

Mojorat wrote:

If you Are making items with CWI that duplicate potions you have a very generous dm. The item creation rules have a lot of dm oversight written into them that the dm is encouraged to use. Cwi isn't intended to be a make any item I want. It cannot be used to imitate other creating feats.

I'd have to double check but I am pretty sure a 1 shot lvl 1 use once item from cwi costs more to make than a potion. But regardless brew potion exists for a reason, lots of players use potions if that's the goal of the op then cauldron is fine.

I wouldn't take tongues though unless language ages are a really big issue in the game.

There is absolutely nothing in the magic item creation rules that say you can't imitate other item creation feats AND there are several examples in the CRB of items that do exactly that. (Elixer of Tumbling is something you drink that is a one time item that ISN'T a potion, it's a wondrous item. Or Restorative Ointment, Elixer of Fire Breath, or Dust of Appearance, Feather Token: Whip, etc)

All of these are wondrous items that function like potions and clearly show that anything a potion can do CWI can do better.

As for cost they cost exactly the same.
Per the item creation chart:
Spell Effect | Base Price | Example
Single use, use-activated item | Spell level x caster level x 50 gp | Potion of cure light wounds

Same type (single use, use activated) | Same Spell level x Same Caster Level x Same base cost (50gp) | functionally the same item (Snickerdoodle) of cure light wounds.

The crafting rules have enough confusion written into them, no need to add anymore.


We do have an 2nd level alchemist/4th level barabarian in the group.

Dark Archive

So you already have craft potion in group (alchemist got it for free) so let them be the juice junkie and you focus on something else.


There is absolutely nothing in the magic item creation rules that say you can't imitate other item creation feats AND there are several examples in the CRB of items that do exactly that. (Elixer of Tumbling is something you drink that is a one time item that ISN'T a potion, it's a wondrous item. Or Restorative Ointment, Elixer of Fire Breath, or Dust of Appearance, Feather Token: Whip, etc)
All of these are wondrous items that function like potions and clearly show that anything a potion can do CWI can do better.

As for cost they cost exactly the same.
Per the item creation chart:
Spell Effect | Base Price | Example
Single use, use-activated item | Spell level x caster level x 50 gp | Potion of cure light wounds

Same type (single use, use activated) | Same Spell level x Same Caster Level x Same base cost (50gp) | functionally the same item (Snickerdoodle) of cure light wounds.

The crafting rules have enough confusion written into them, no need to add anymore.

Except it only cost 25 gp to make a lvl 1 potion not 50 which supports my point. Craft wondrous items was never intended to duplicate potion crafting.

Dark Archive

Mojorat wrote:


There is absolutely nothing in the magic item creation rules that say you can't imitate other item creation feats AND there are several examples in the CRB of items that do exactly that. (Elixer of Tumbling is something you drink that is a one time item that ISN'T a potion, it's a wondrous item. Or Restorative Ointment, Elixer of Fire Breath, or Dust of Appearance, Feather Token: Whip, etc)
All of these are wondrous items that function like potions and clearly show that anything a potion can do CWI can do better.

As for cost they cost exactly the same.
Per the item creation chart:
Spell Effect | Base Price | Example
Single use, use-activated item | Spell level x caster level x 50 gp | Potion of cure light wounds

Same type (single use, use activated) | Same Spell level x Same Caster Level x Same base cost (50gp) | functionally the same item (Snickerdoodle) of cure light wounds.

The crafting rules have enough confusion written into them, no need to add anymore.

Except it only cost 25 gp to make a lvl 1 potion not 50 which supports my point. Craft wondrous items was never intended to duplicate potion crafting.

Mojorat, Scrolls cost 25GP for a lvl 1 scroll, lvl 1 potions cost 50gp (I'd love to buy them at 25gp, what a discount.

The chart above is before dividing by two for crafting it yourself. The costs are the same.


you onlypay half the base cost of items when crafting them
I.E. lvl 1 potion cost you 25 gp to make and lvl 1 scroll 12.5 gp to make


I usually focus on buffing/debuffing. Now that I have lightening bolt I can do lots of damage from far away or even in the air.


Oh and since I am also a dimensional occultist from Cheliax I love summoning fiends. In two more levels I can use lesser plannar ally.


The lemures are pretty cool. This level I can summon the fiendish boars. I have a picture of the Durkwood boars from M:TG that on the Herolab sheet for this entry.

Silver Crusade

Shalafi2412 wrote:
I dont think that I took it too often as these hexes have all been helpful in keeping me and the party alive, especially the flight hex for me.

Of course they are awesome, I just meant that it might not be very efficient now that you choice of hex options is rather limited.


The only other feat I can see taking is accursed hex but that would be after improved familiar and companion boon for the imp companion I want after I take a level or two in diabolist.


I had Cauldron on my witch and i was the only healer in the party. Our GM gave us downtime in between and Not only did i make healing potions and mage armor potions, i made smoke sticks, tanglefoot bags and other fun stuff...and there is a feat that allows you brew 2 potions per day later on. Having extra buff spells that I didnt have to memorize meant having more spells to use in the adventure.
If it fits your playstyle and your concept take it. I also had flight and aqualung with sleep. On a sea adventure, i slept the pirates who attacked me, put aqua lung on them and pushed them overboard... (My witch did as much as possible to not hurt other creatures. lol them waking up in the middle of nowhere never occured to her...) It fit my theme and i was able to get creative.
Another of my witches had healing hex, and we happend to end up in a war. I was a healing NPC's left and right and was honored for it...lol in that adventure it was worthwhile.
If you are a summoner there is a hidden value to the healing hex...a free heal for your one time summon pets....


Would the heal hex work with spectral hand?


Can you use the craft potion feat to make potions of magical circle of protection from evil?


Shalafi2412 wrote:
Would the heal hex work with spectral hand?
No, a hex is not a spell.
Shalafi2412 wrote:
Can you use the craft potion feat to make potions of magical circle of protection from evil?

Yes you can, but it'll only work on the person drinking it. So brewing a potion of Protection from Evil might be a better idea.


Shalafi2412 wrote:
Would the heal hex work with spectral hand?

There is a feat that could allow your familiar to use the lesser hexes. Although it might be a third party feat.

It might work as a touch spell where your familiar can deliver it...I never tried it that way.


Although you CAN have your familiar deliver touch spells and the healing hex works as the Cure X wounds. I would think that if your familiar were in contact with you as with casting a Cure x wounds it could deliver it


I may be just another player, but I'd suggest the Scar Hex.


Looking into the future, Cauldron is a prereq for several other hexes, so you might want to look at your build and see if any of those other hexes might appeal to you.

+4 to craft: alchemy is nice, if you use that a lot. Depending on your specific game, downtime could become extremely productive.

Healing would be a good fallback. At your level, it would be the equivalent of a 2nd level spell for every party member, animal companion, familiar, NPC and mount. Depending on the size and composition of your party, this could be a godsend. Also, in a pinch, you can zap undead with it.


Zakur Opzan wrote:
Although you CAN have your familiar deliver touch spells and the healing hex works as the Cure X wounds. I would think that if your familiar were in contact with you as with casting a Cure x wounds it could deliver it

In fact a witch's familiar can deliver touch hexes even if it's not in contact with the witch (APG, p. 79, Witch's familiar, Deliver Touch Spells (Su)). Both Healing and Scar do qualify.


What would the benefit of the scar hex be? I read it over last night and do not see how it is beneficial.


VRMH wrote:
Shalafi2412 wrote:
Would the heal hex work with spectral hand?
No, a hex is not a spell.
Shalafi2412 wrote:
Can you use the craft potion feat to make potions of magical circle of protection from evil?
Yes you can, but it'll only work on the person drinking it. So brewing a potion of Protection from Evil might be a better idea.

Thanks but I do not think that I get protection from evil as a witch. The only reason that I have Magic Circle of Protection is because we swapped out the blink spell for the Magic Circle of Protection that I get for being a dimensional occultist.


Would the charm hex be helpful in procuring animals or people for sacrifice to a lower power to help in my summoning/calling?


Mathwei ap Niall wrote:
So you already have craft potion in group (alchemist got it for free) so let them be the juice junkie and you focus on something else.

Yes but his spell list is extremely limited. The only potions that I know he has made are enlarge person and touch of the sea. I think he might make cure light but I am not too sure. Even so, it would only be as a 2nd level caster.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Scar Hex was actually errata'd to be quite useful. Not sure how to linky it, but check the Errata section for the revised version.


Ok. I will have to take a look at it.


Scar (Su): This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. These scars do not interfere with the target's senses or prevent it from using abilities, but may affect social interactions. The witch can user her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Very nice!

Dark Archive

Shalafi2412 wrote:

Scar (Su): This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. These scars do not interfere with the target's senses or prevent it from using abilities, but may affect social interactions. The witch can user her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Very nice!

Scar hex is very nice but I usually recommend everyone wait till 10th level-ish before picking it and Split Hex up at the same time.

Those two powers together makes the witch a beast in battle and removes the biggest weakness of the class, that 30' range on hexes.

As for the Alchemist he just needs to provide the Brew Potion feat, you can provide the spells for it. If the two of you work together he can brew any legal spell YOU know. Heck, he can do this from any scrolls your party has as well.


Interesting. Mathwei.

I do not think that I have any hexes right now that are really helpful with the scar hex. The more I see the more I think that charm is the best one especially if I can combine with other enchantments to help me procure "willing" sacrifices. BWHAAA HAAAA HAAAA~

Dark Archive

Shalafi2412 wrote:

Interesting. Mathwei.

I do not think that I have any hexes right now that are really helpful with the scar hex. The more I see the more I think that charm is the best one especially if I can combine with other enchantments to help me procure "willing" sacrifices. BWHAAA HAAAA HAAAA~

Uhmm, ALL of your hexes (except flight) are nasty with scar hex, they just get worse when you add split hex to them. Here's the 2 nasty ways of using this hex.

1. Familiar. Your familiar can deliver any touch range hex you have like Scar. If you have a decently mobile familiar with a bit of reach you can have it zipping around the battlefield delivering the Scar onto any (or every) opponent you want. A decently buffed flying familiar could easily do this safely and let you evil eye, misfortune, charm or sleep any target within a MILE of your witch.
Ultimate in scry and fry abilities.
Even better when you grab the beneficial hexes (Ward, Fortune Heal, etc). Put a scar on your teammates and buff them safely from well away from combat.

2. At 10th level it gets even nastier. At this point you have split hex so you scar a small animal (I like turtles until I can find something immune to cold damage) and put it in the backpacks of all your party members. Now whenever you want you use a hex on that critter and split it off to any target within 30 feet of that party member. Stand back half a mile away and freely hex anyone in battle with your party.

Charm is wonderful but it is really just a cooler version of charm person. I take it but only when I hit 8th level and have buffed my diplomacy score.


Thanks for the tactics, Mathwei. Right now I have a compy familiar. Next level I take improved familiar. 8th level I take consular imp.

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