Witch and reliance on cackle


Advice


The witch needs to cackle to debuff (other than slumber), but moving out of the 30 ft hex range is extremly easy.

How can you deal with that?

Our party recently had a BBEG type encounter, which was a high CR assassin. He had extremly good saves. I was able to drop misfortune on him, but he simply ran out of range so i couldnt cackle next turn. I then tried to web him, which worked (he rolled a 1 on his +11 ref save). But he managed to use escape artist to get out of the web next turn. For the rest of the encounter, he was constantly out of range of my hexes and all my close range spells.

We are at level 5 by the way. I also couldnt keep fortune up on my party because they were running too far away to catch him.


Scar. Slumber, move, scar, move away, cackle.

You can also scar your party members.

That said, really explore ways to do things without relying on cackle. Any class feels old after a while of always doing the same thing from round to round.


Scaring requires a touch attack, which is rather difficult to do. Of course you could assume that he's slumbering, but at which point you may as well say the encounter is over due to coup de grace...


It's not difficult on a sleeping enemy. If you're focused on using cackle to prolong your effects then they need to be in place first anyway. There may be multiple enemies in a fight, as there often are. It's valid.

The long and short of it is that there aren't many options. Scar is one on a very short list outside of investing in feats to increase your move speed, quickened spells to, for example, dimension door around and still have actions left (high level), and so on. There are no convenient or easy solutions. Choosing what you do with your actions is a core mechanic of the game. You can't always do everything you want.

Dark Archive

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Prior to 10th level there's only 1 way to resolve that.

First is you buy a Cackling Hag's Blouse.
This will let you chase your target down and still cackle to keep the debuff up.

After 10th level you get split hex and scar hex and a bag of flying critters you can control (Homonculi are great for this). Give each critter a scar and send them flying out over the battlefield and watch them. When they spot the target the fly within 30 feet of it and then you hit that critter with a hex and bounce it off them to the bad guy. This way you don't care about range, anything within a mile is fair game.

Also a good idea is to give each party member a scarred turtle to hang from their backpack so that if they get jumped by a bad guy you can bounce a good hex on them or a bad hex onto the bad guy.

Before that you just have to stay close to your target.


Scar doesn't let you "bounce" hexes. How are you doing this?


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In many circumstances, keeping your opponent more than 30 ft away (unless they have powerful ranged attacks) is a net benefit. A witch excels at single-opponent battlefield control/debuff; it sounds like your witch hindered the assassin and the rest of the party couldn't take advantage. It sounds as if the assassin was spending a lot of actions running away from the witch instead of full-attacking, which should have given the rest of the party more opportunities; it sounds as if the party lacks a strong ranged damage-dealer (archer or ranged touch blaster).

Seriously, web followed by scorching ray is pretty potent at 5th level. Or even just having someone throw alchemist's fire on the webbed assassin.

Shadow Lodge

Buri wrote:
Scar doesn't let you "bounce" hexes. How are you doing this?

Split Hex.

You can Scar a Scarred familiar, bouncing the scar from them at massive range to a target within 30 feet of the familiar.


Careful with that. Your familiar will also be affected by the same hex, potentially putting it to sleep, giving it negs, etc.

Shadow Lodge

Buri wrote:
Careful with that. Your familiar will also be affected by the same hex, potentially putting it to sleep, giving it negs, etc.

No, the trick is that you Scar the familiar and bounce the SCAR to the target. Once the target is scarred, you don't need Split Hex anymore - you can Slumber, Misfortune, Cackle, whatever on the target at massive range.


Ah. That sounds very round heavy. Doable with the chase scenario though.

Dark Archive

Buri wrote:
Careful with that. Your familiar will also be affected by the same hex, potentially putting it to sleep, giving it negs, etc.

Which is why I stated to use a homonculus NOT a familiar. They are cheap to make, Smart, utterly loyal, immune to most debilitating effects and if it does die who cares, you can make another one in a day.

Plus you only use them when you have a target that tries to run away, if they don't then you use the turtle hanging off the fighters backpack. Those are even less valuable so noone cares if it and a dozen like it die.


Slumber + scar + debuff is pretty pointless. If an enemy is slumbering, its almost always going to die next round anyway.

Going to take a while to get the money for the cackling hag blouse, but thats something im planning to get now, thanks.

The assassin was running away (we blew his cover, and he was making for the building's exit). We had a ninja and an archer, the archer not being able to full attack due to chasing the assassin round corners and such.

The web only kept the assassin in place for less than one round before he escaped using escape artist. He easily made the check with his skill bonus. He was also immune to fire, or at least had some kind of fire resistance.

The assassin took a ton of hits before going down actually. I dont think we were supposed to kill him, the DM only landed a single attack and was rolling pretty badly. The assassin easily made it to the exit then for some reason changed directions and ran into a room with only one exit, at which point the ninja cornered him and full attacked from invisibility for 30+ damage, killing him.

I think bouncing a scar breaks the intent of the hex. Much like allowing you to cackle from one mile away. Most DMs probably wouldnt allow it, since it completely remove's a witch's major weakness, the range limitation.

Imagine if all you had to do was stay 100+ ft away from a combat, bounce scars off canon fodder, then start throwing slumbers and misfortune on enemies from more than 100 ft away. While cackling.

Dark Archive

Question wrote:


I think bouncing a scar breaks the intent of the hex. Much like allowing you to cackle from one mile away. Most DMs probably wouldnt allow it, since it completely remove's a witch's major weakness, the range limitation.

Imagine if all you had to do was stay 100+ ft away from a combat, bounce scars off canon fodder, then start throwing slumbers and misfortune on enemies from more than 100 ft away. While cackling.

You mean like how every Archer, Gunslinger, Evoker or ranged character in the game is designed to work? ie, keep your distance, use party members to engage the enemy and rain death and distruction from range?


I dont know how well those classes play in reality, but the witch was clearly designed with 30 ft for most hexes in mind and using those hexes from up to 1 mile away with zero risk to self and soloing encounters while the enemy has no clue what is going on (since by RAW, targets don't get to notice supernatural effects being used on them, unless the effect has a visible manifestation)...could potentially break the game. I dont think most DMs would allow it and mine certaintly wont...


I played a witch up to level 13, and cackle seriously loses a lot of focus then. Slumber and Ice Tomb were my go to hexes and then spells...


Really? Why? What was your combat routine?


A witch on a mount can have the mount use it's move action to move while the witch cackles. DC 5 Handle Animal check is all that is needed.


1 person marked this as FAQ candidate.

Unfortunately that runs into the same problem the cavalier does...taking a mount everywhere is rather impractical for an adventurer.

Can you use cackle to extend hexes by 2 rounds in a single turn though? That would give you some leeway.

Also im confused by the text of fortune. It says that a creature can only benefit from it once per 24 hours...but a standard tactic is to fortune then cackle to extend the re-rolls. If you re-roll once, doesnt that count as benefiting from the hex and prevent you from further re-rolls for the rest of the 24 hours?

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You can't use cackle twice in a round.

You can use cackle to get more rerolls out of the fortune hex.


Mathwei ap Niall wrote:
After 10th level you get split hex and scar hex and a bag of flying critters you can control (Homonculi are great for this). Give each critter a scar and send them flying out over the battlefield and watch them. When they spot the target the fly within 30 feet of it and then you hit that critter with a hex and bounce it off them to the bad guy. This way you don't care about range, anything within a mile is fair game.

I'm not seeing this getting around the witch herself needing to see a creature to target them with a hex (unless the target is already scarred).

Hex a creature out of your line of sight via Scar? Fine. Bounce a hex at a third creature, via Split Hex through the scarred creature? Only if you can see the third creature, it seems to me.

So you also need a way to see through your hex-carrier's eyes. Perhaps Witness.

That said, if you get that, this is really cool, if a bit more complicated to set up. I could see a villain making great use of this.

Dark Archive

Coriat wrote:
Mathwei ap Niall wrote:
After 10th level you get split hex and scar hex and a bag of flying critters you can control (Homonculi are great for this). Give each critter a scar and send them flying out over the battlefield and watch them. When they spot the target the fly within 30 feet of it and then you hit that critter with a hex and bounce it off them to the bad guy. This way you don't care about range, anything within a mile is fair game.

I'm not seeing this getting around the witch herself needing to see a creature to target them with a hex (unless the target is already scarred).

Hex a creature out of your line of sight via Scar? Fine. Bounce a hex at a third creature, via Split Hex through the scarred creature? Only if you can see the third creature, it seems to me.

So you also need a way to see through your hex-carrier's eyes. Perhaps Witness.

That said, if you get that, this is really cool, if a bit more complicated to set up. I could see a villain making great use of this.

Homonculi have a wonderful ability that resolves this.

Telepathic Link (Su) wrote:


A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Anything past 1500 feet does require you to either scry or use spells like witness to target it but at that level such scry and fry tactics are normal.


If a witch has an ally who is an elf, she puts the scar hex on the elf before a fight and then uses split hex to use the slumber hex on enemies near the elf (who has a racial immunity to magical sleep).

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