| belmondo_89 |
Hi everyone.
I'm going to play an Half-Orc Gravewalker Witch in the upcoming session, starting at level 6.
We have houseruled the "Aura of Desecration Rule" so that it won't replace the 1st level Hex.
So i've to choose 3 Hexes (1st, 2nd and 6th level) or 4 (if i pick up Extra Hex as my 5th level feat).
I've read all the witch's guides but i can't still decide wich hexes pick up. In particular i'd like to know if someone who has alredy played a witch can advice me towards Evil-Eye, Misfortune and Fortune Hex.
Slumber and Flight seems to good not to pick up, so i think i'll choose them (remaining with 1 or 2 hexes to choose).
Concerning Evil-Eye i'm wandering if it would be better take it at level 7 or 9 (with an Extra Hex, considering that at level 8 the Gravewalker replace the Hex with Undead Possession) due to the increase in penalty (-4 against the -2) or skip it totally and rely on Accursed Hex to retry an unlucky save against slumber for instance, to save an action in combat (Evil-Eye + Slumber vs Slumber + Slumber[accursed hex]).
Misfortune seems terribly powerful, but if i decide to throw a save or die, woldn't be better to choose something that will end the fight instead of just weaken the foe? It is useful against mind-effecting immune thing, but still i'm not convinced.
Fortune is an Hex i wouln't take for a straight witch because of the fact you need to cackle incessantly to keep it up once is cast (and cackling outside of combat every round seems a bit strange), but with the Gravewalker archetype i was thinking if it would be useful if cast on the undead minions (especially once i'll have the Split Hex Feat).
I'm really confused :(
Thanks in advance for the help!
| Breiti |
This depends much on you party meshup. If there is another caster that uses a huge number of save or die/save or suck spells the Evil-Eye is much more important. Evil-Eye allways works because by RAW you can Evil-Eye and cackle in the same turn to extend the 1 round duration of Evil-Eye. So this works although the target saved against the evil-eye.
The order i would take the hexes is Evil-Eye, Cackle then Misfortune.
Breiti
| belmondo_89 |
The other caster is a summoner, and will mostly use buff or battleground control spells (same as what i'm going to do with my spells).
So Evil-Eye will be mostly used by me (in terms of saves). That's also why i'm confused if it's worth (it will ease my slumber or [later] ice tomb, but don't know whatelse), despite the fact that, because it always work at least for 1 round, it is never wasted.
Misfortune has the same problem. It will screw whatever the foe will do, but if the monster is not sleep-immune i'll trow slumber at him not misfortune.
| Breiti |
Remember that slumber is much more easly undone then Misfortune. A wizard might order his familar to slap him (standard action) as sone as he falls asleep. So in big fights misfortune is the better option. Undead are immune so that could be a problem. Misfortune is good for big fights and for enemies that already restisted you slumber hex or for enemies that fall asleep and some one woke them up ;)
Thats the reason that i would take last
Slumber
Flight
Evil-Eye
Cackle
Misfortune
...
Breiti
| belmondo_89 |
Menawhile thanks for yours advices and patience :)
I don't have considered the "Wake-Up" problem with slumber, so you're right about it, i'll have to be careful :)
Maybe i can go with Cackle and Misfortune (for my 3rd and 4th hex choice) and later take Evil-Eye if i see i'll benefit from it (or the party).
Undead are controllable thanks to the Gravewalker archetype, so i'm less worried by them than a "vanilla" Witch :)
| Kolokotroni |
Personally I've gotten alot of milage out of evil eye and the healing hexes. Particularly if there isnt a primary divine caster in your group, the healing hex is a great way to help the party recover with a resource that isnt your spells. But that really depends on your witch's disposition as to wether or not they would devote resources to healing. My hexcrafter magus, and my witch (in 2 different games) have gotten alot of roleplay milage out of the healing hex as well (healing significant groups of npcs for instance).
| belmondo_89 |
I like a lot the Healing Hex.
The real problem is that i'm a kind of necromancer and despite not being evil, it seems odd to me to take the Healing Hex, but i'm still uncertain about that :)
We don't have a dedicate healer but (it is strange i know) we have a Paladin in the party (so i'll have to be careful with all my undead stuff) that can heal (if i don't disappoint him too much ^^).
Jelloarm
|
My halfling jinx witch gets all sorts of crazy bonuses to his evil-eye hex - I've taken feats to get my evil eye to a -7 on saves (now that I'm level 8). Halflings of Golarion has become my favorite book since making this witch.
Also, the water lung hex from Ultimate Magic is a really good one to have because no one ever properly prepares for underwater scenarios - and you can maintain it in your sleep. "You're trying to make me, a preparing caster, take watch? Screw you guys, I'm sleeping in that pond and you can all watch yourselves!"
| Kolokotroni |
I like a lot the Healing Hex.
The real problem is that i'm a kind of necromancer and despite not being evil, it seems odd to me to take the Healing Hex, but i'm still uncertain about that :)We don't have a dedicate healer but (it is strange i know) we have a Paladin in the party (so i'll have to be careful with all my undead stuff) that can heal (if i don't disappoint him too much ^^).
Well, necromancy doesnt necessarily mean opposition to healing. Just because you are a necromancer doesnt mean you wouldnt want to heal the injured (or harm hostile undead). And in fact, healing the injured might be a great way to stay on the paladins good side.