Halfling Jinxer / Hexer.. A Witch named Thelma


Advice


Someone got me thinking on a Jinx based Halfling the other day and this is what I came up with so far.

25pt buy. Halfling with Alternate Racial trait Halfling Jinx

Str 8 Dex 16 Con 14 Int 18 (all level bumps to Int) Wis 12 Cha 9

Witch 20 no Archetype

Patron Death or Elements not really sure what I want here
All favored class bonuses to +1/4 caster levels on Patron Spells.
Also haven't picked any starting character traits yet.

Feats
1. Malicious Eye
3. Iron Will
5. Versatile Jinxer
7. Bolster Jinx
9. Sluggish Jinx
11. Great Fortitude
13. Improved Reflexes
15.
17.
19.

Hexes
1. Evil Eye
2. Cackle
4. Slumber
6. Misfortune
8. Flight
10. Ice Tomb
12. Agony
14. Waxen Image
16. Hag's Eye
18. Summon Spirits
20. Forced Reincarnation OR Lay to Rest

Hardly an optimal character but I may be missing some key things for feats here to make use of Malicious Eye/Jinx combo. Using Evil Eye on someone to penalize their saves nets a -5 penalty to all saves, -1 to -3 (depending on how your interpret Sluggish/Bolster Jinx feats)to initiative and attacks. Also I can keep using Evil Eye/Jinx combo each round on new targets w/o losing the initial targets.

Misfortune/Cackling thrown in allows me to keep the debuff party going long enough to drop a big Save or Suck spell/hex on foe at a -5 to saves & roll twice take lowest result.

In what way can I improve this build? Patron choices and feats/spells? It doesn't work well Solo that's for sure but could aid a party decently if she has some tanks.


Dot

Dark Archive

Well you NEED to take Split Hex and Split Major Hex. You waited far to long to get fly hex (you want to be flying at 5th no later), you don't have improved familiar (that's almost mandatory for the witch).

Realistically, you have burned 4 feats to increase the penalty from ONE of your hexes by 2-3 points. Doesn't that seem rather expensive for what you are getting?


Is her familiar named Louise?


Mathwei ap Niall wrote:

Well you NEED to take Split Hex and Split Major Hex. You waited far to long to get fly hex (you want to be flying at 5th no later), you don't have improved familiar (that's almost mandatory for the witch).

Realistically, you have burned 4 feats to increase the penalty from ONE of your hexes by 2-3 points. Doesn't that seem rather expensive for what you are getting?

Honestly the whole concept is crap. Would it work? Yeah a little bit, but so far from optimal it's pathetic. Best to scrap the whole thing altogether and build a better Witch. Probably make a Samsaran Witch to get spells off another caster list.

The idea started with how much you could go with the halfling jinx feats.
They make it not worth it to do so.


I would drop a couple things and rearrange hex order a bit, but the saves feats give you saves and them worse saves...

lvl 8 and dropping -7 saves on someone is nice

I'd avoid the onet that are questional on working with EE (the -atk/init, iI don't think there is any question on saves)

Scarab Sages

I did have a concept with the halfling witch as well. Since hexes are all supernatural, I decided to just simply clad her in as much armor as possible. This, of course, will create a huge arcane spell failure rate. To counter this, I just prepare all spells that are verbal only.

1st - Command, Sure Casting
2nd - Blindness/Deafness
3rd - Screech, Suggestion, Vision of Hell, Tongues, Spit Venom
4th - Dimension Door, Geas (Lesser), Communal Tongues
5th - Contact other Planes, Teleport
6th - Geas/Quest, Ice Crystal Teleport, Mass Suggestion

Though the spell selection is extremely limited, many are Save or Suck. With the -7 to saves, they will have a higher chance of sticking.

Remember that you can use Ice Crystal Teleport offensively to send an enemy somewhere. Spit Venom, when the Ranged Touch hits, automatically blinds, no Save. Screech helps provoke AoOs from your melee allies.

I know that this may seem dumb, but it is a bit neat to still be able to do stuff while having a high armor class as a witch.


I played a halfling jinx witch until 7th level, with a fairly similar build to the OP.

Do not dis the incremental improvements of Iron Will et cetera! You will be hosing your enemies' saves.


Malicious Eye - When a creature fails its save against your evil eye hex, add the effect of your jinx to the effect of the hex. The save penalties from the hex and jinx stack. Using your jinx on another creature does not end the hex or the jinx effect on the hexed target.

You dont need Versatile Jinxer, as you wont need to saving throw it.

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