| xobmaps |
Reading over the Mythic Hexes archmage path ability, I find myself confused how it interacts with a few specific hexes.
Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal. You must have the hex class feature to select this ability. You can select this ability twice. If you select it a second time, it also affects your major hexes.
First, Misfortune:
Would this force a non-mythic target to save against misfortune hex itself twice and take the worse result?Second, Cackle:
Can you use cackle to extend the amount of time it is under one of the other relevant hexes in the pre-saving throw round? If so, would the extra rounds be lost if the target makes the save?
Third, Icy Tomb:
Assuming you have taken Mythic Hexes twice so it applies to Major Hexes, when would it deal damage, how much would it deal, and if the target makes it's save, would the target suffer the staggering effect upon being released?
| Eridan |
You get the first round of Hex usage for free without chance to resist the Hex. In the next round you roll the save normally and handle the Hex like a 'normal' hex.
Misfortune is weired but yes the target has to roll twice.
The extra rounds from cackle are lost if the target makes the save. You only get one bonus round for free and not more.
In the first round the target of an Icy Tomb suffers damage, is paralyzed etc. In the second round it gets the saving throw. If i makes the save it is instantly released from the tomb without any other effect.
| Ira kroll |
I'm running Wrath of the Righteous, and the witch is forcing me to be choosy about random encounters.
Most encounters go like this:
1) Witch hexes the bad guy to sleep.
2) Everyone else crowds around the bad guy, and prepares an attack action.
3) As soon as the last person gets there, everyone attacks.
or
1) Everyone crowds around the bad guy.
2) Bad guy makes multiple attacks or special attack.
3) Witch hexes the bad guy to sleep.
4) Coup-de-grace!
This is definitely an "I win" button. So I'm looking at the bestiaries for anything chaotic-evil that is immune to sleep.
| Buri |
Ira kroll, resolve those crowded attacks in initiative order. That's the point of initiative afterall. Combat otherwise happens all at once. Initiative just makes sure everyone gets a chance to do something. So, all your people lining up, technically aren't coup de graces. As soon as the first person hits, they wake up. If they win their fort save, they're alive. Resume combat as normal. There's no such thing as "we all swing at once" per the combat mechanics of Pathfinder.
Also, play enemies intelligently if they have a good intelligence score. 'Tis better to provoke and run away than to be crowded and die. In the vast majority of cases, getting surrounded mean death. You don't even have to "metagame" about the slumber. This is just good, tactical sense.
| xobmaps |
Yeah, pretty much any non-mythic foe in WotR seems like it would die to mythic slumber hex. One possibility is once the players reputation is known in an area, have enemies start investing in magic items that prevent sleep/improve saves vs sleep, or mind effecting in general. This could be either in addition to normal loot or actually trade out pre-statted items for it.
I haven't had any players play witch yet, but did myself for a couple sessions as a guest character in someone else's game. I'm thinking of house ruling "the target of slumber hex tosses and turns randomly, making it impossible to use coup de gras against them while they sleep" if I ever get a witch when I am DMing. Maybe even take away the full "helpless" status that normally goes with sleep.
| Ira kroll |
Buri,
Since the coup-de-grace attack generally does 40 to 50 damage, the Fort save is impossible. I've had the coup-de-grace-er roll as low as 36 (all 1's on his dice). This would, in that case, have required at least a 19 on the die. Even if it had gotten it, everyone else's prepared actions would have put another 70+ damage on it.
So, we've got drow, undead, constructs, plants, oozes, elves, half-elves, and insects.
Xob,
I haven't found a spell that prevents sleep effects.
| Rerednaw |
Hurm...I would have thought a CR 1/3 Goblin would have solved it.
GM: You see the boss.
Witch (somehow going before everyone): "Slumber Hex"
GM: "Goblin#2 guarding the boss, notices his boss asleep and slaps him as a standard action. The boss shakes his head, awakens, and gives you a dirty look as he casts <Spell of Doom> at the entire party."
With poor encounter design and poor tactics...which can happen a lot in Society Play since some favors solo bosses and meh tactics and GM's are not allowed to rewrite tactics certainly Slumber can be a fight ender.
Then again I was playing a witch and in 3 straight modules he faced:
Elves.
Plants.
Undead.
Construct.
Invisible foes (cannot hex what you cannot see)
Foes in Obscuring Mist/Fog/smoke from a smokestick (ditto)
Foes who ducked around a corner/behind a door.
Skirmishers (archers) who stayed more than 30 feet away.
Basically in 15 straight combat encounters over 3 adventures he could not use slumber a single time.
I dunno, I'd think for such a terrifying hex, having a single CR 1/3 goblin or a 10gp alchemical item from the core rulebook as an automatic counter takes some of the sting out of it. But again, that's just IME and IMO. :)
| Defiler82 |
Hey you guys, sorry to bring a subject from the dead - but I have an issues with a mythic Witch played by one of my players.
She took the Mythic Hex when she became and Archmage, and since she have the Slumber Hex, she makes all non-mythic encounter a cakewalk. Should I add mythic-ranks to the published adventures mini-bosses and goons, or should I roll with it? The other players are kind of ambivalent on this subject, since they get to Coup-De-Grace plenty of foes, especially non-mythic bosses, who automatically fail their saves, and when they wake-up, and if they wake-up, they are surrounded from all directions by mythic heroes and vigilantes.
It's becoming a routine whenever they win initiative, and it makes all melee bosses, such as barbarians, Minotaurs and most demons, into a mosh. I was glad my player found something she's totally good at, and I want to encourage such behaviors, but the other players are starting to feel a little depressed about the routine...
| Rerednaw |
All the previous suggestions did not work?
I am not big on the arms race idea. Personally, I think a few more minions would be a better option. We're playing Wrath and the GM uses 2x-3x minions, all max hp, with many with advanced templates. But most importantly, they think. They call for help, open doors to adjacent guardrooms, ready actions to interrupt our spellcasting...
There are plenty of mundane options.
As their fame spreads, more and more foes are going to know the PC's description and tactics. Unless the entire campaign had the party facing solo encounters every time, there's no reason counter tactics would not be prepared.
PC Witch: "Slumber that boss!"
GM: "He auto-fails and starts snoring."
PCs: "Surround and coup de grace"
GM: "Everyone else's readied action goes off."
GM: "Ambushers, with their primary target identified now strike at the witch. The real boss, not the target dummy casts his readied most devastating spell at the PCs all nicely bunched up around his disguised minion who gladly sacrifices his life for the cause...as he blows up in response to the boss's spell catching the party in a double explosion."
No mythic needed. But feel free to add some. But with the mundane build shenaningans I don't think it would be needed that often...good luck whatever you go with!