Fatetwisting Witch: feat suggestions


Advice


So, I'm going to be playing a 10th level character in an Pathfinder ongoing Kingmaker campaign a friend is running.

I'm adapting a backup idea from an Eberron Pathfinder game I was in — there it was a Dragon Prophesier Witch, with the powers being understanding and influence relating to the Draconic Prophecy, here it's just going to be a more general fatebinding/twisting thing. He doesn't curse you by pointing at you and wailing, he does it by concentrating, and picking those strands of fate where bad things are more likely to happen to you. Cackling is updating his current calculations. Mechanically, he'll be throwing hex debuffs at enemies, particularly bigger ones, throwing spell and hex buffs at party members, and doing a certain amount of healing.

So far, I've got the following:

Race: Ratfolk (for the favoured class effect of '+5 foot range to a hex with a range greater than touch')

Patron: Portents

Hexes:

1st Evil Eye
2nd Cackle
Extra Hex (3rd) Fortune
4th Misfortune
Extra Hex (5th) Slumber
6th Hobble (Third party; trip attack using Witch level + Int)
8th Entropy (Third party; sunder using Witch level + Int to hit, 2d6+witch level damage)
10th Hoarfrost or Retribution?

Feats:

1st Accursed Hex
3rd Extra Hex
5th Extra Hex
7th ???
9th ???

The main thing I'm after suggestions for is what to do with my last two feats. I'm vaguely considering taking two third party ones; one that adds +1 to all my Hex DCs, and another that lets my familiar use my hexes at reduced effectiveness if I'm not using them (i.e. if I'm casting a spell that round).

But I'm wondering if there's anything else particularly good, interesting or fitting for the concept that anyone can suggest.

I'm also going to be looking at my options for spells and magic items, so any suggests there would also be welcome.

I'm not after a supremely optimised character, I'm just after something that both fits with the concept, but also works as a viable and useful character in the game — wonderfully flavourful but incredibly weak is not what I'm after.

In terms of what's allowable, there's a huge list of things in various spreadsheets, but the general summary of that appears to be 'Most third party stuff as long as it's not stupid'.

So, any suggestions?


Well it is Kingmaker and you are a caster so Craft wounderous items, to Craft pearls and Stat items. You will have ton of time and gold to craft.

Split Hex
You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisite: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Spell Hex
You can transform a 1st-level spell into a hex.

Prerequisite: Major hex class feature.

Benefit: Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC.

If the spell is a touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours. If the spell allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex.

Toughness

Improved INT

Extra Trait

Abilty Focus any hex you like


Check out the metamagic feat Persistent Spell, it will help your debuff spells stick (although sadly won't work with your hexes) and seems to fit the concept nicely. Also, Improved Initiative is never a bad choice.


Tom S 820 wrote:
Well it is Kingmaker and you are a caster so Craft wounderous items, to Craft pearls and Stat items. You will have ton of time and gold to craft.

Not a bad idea.

Tom S 820 wrote:

Split Hex

You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisite: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Can't take it yet; I'm level 10, but my last feat is from my 9th level, this don't have access to that.

Tom S 820 wrote:

Spell Hex

You can transform a 1st-level spell into a hex.

Prerequisite: Major hex class feature.

Benefit: Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC.

If the spell is a touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours. If the spell allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex.

Ditto my response for Split Hex. Also, I don't really see Spell hex as that great; there are probably ways to twist it around into being worthwhile, but as a base thing, a feat for casting a spell three times a day at a higher saving throw.

Tom S 820 wrote:

Toughness

Improved INT

Extra Trait

Abilty Focus any hex you like

Eh, not bad, just none of them are really grabbing me. Somewhat tempted by extra hex: Flight.

RumpinRufus wrote:
Check out the metamagic feat Persistent Spell, it will help your debuff spells stick (although sadly won't work with your hexes) and seems to fit the concept nicely. Also, Improved Initiative is never a bad choice.

Eh, +2 levels for making them retake a save if they fail. Not that impressed.

Improved initiative is something I'm considering though, yeah, as that'd let me get a curse off before combat starts, generally.

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