Feiya role card. Sea Witch or Hexer?


Rules Questions and Gameplay Discussion


I'm playing Feiya with my friend playing Heggal and we're about to start deck 3. I'm leaning Sea Witch but haven't decided yet, but I have 4 Blessings of Pharasma already and no Blessings of Hshurha.

Any Feiya players want to chime in?


Sadly a run of bad luck and poor decisions led to Feiya dying in set 1 (& by our own table rules we don't let characters come back from the dead, dead means that character is unavailable for the rest of the Path).


My wife went with the Sea Witch, however, she now has 5 blessings of Hshurha. We just finished AP5 and she was able to pick up the 5th BoHshurha. Also, due to the number of aquatic banes in S&S, even if you don't have those blessings you will be able to recharge it instead. Also, being able to use 2d4 for fortitude or survival checks is also handy.

Either way you go, I think you'll be happy with it. She has been a fun character to see played and has been invaluable to our party. Have fun deciding!

I feel like "Choose wisely" is appropriate right now.


Go Sea Witch! First of all, the ability to recharge blessing of Hshurha is amazing. Its the most powerful blessing in S&S by a wide margin . When you add the ability to recharge animals to get spells back, Feiya becomes remarkable durable, and can ensure that the most important spells are always in her hand. There are some games when being able to cast resist energy every single turn will save the whole party. I don't see hexer bringing anything to the table that competes with those two abilities.


Here are the pros of each role as I see them.

Sea Witch:

++Ability to recharge instead of discard an ally to get a spell back.
++Blessing of Hshurha is better than Blessing of Pharasma. Also being able to recharge a blessing on any aquatic bane check is better than recharging to pick up an ally.
+Getting +2d4 on a Fortitude and eventually Survival check.
+Being able to move after closing a location.

Hexer:

++Succeed at a Craft and eventually Arcane check to potentially draw a card.
+Recharge Blessing of Pharasma.
+Swap an evaded monster for one in the box.

I'll have to see how deck 3 plays out. If I can get my hands on some Blessings of Hshurha I'll definitely go Sea Witch, but if not I may end up going Hexer since I already have 4 Blessings of Pharasma.


Even if you don't get any B. of Hshurha, the other powers seem conducive to picking Sea Witch.


I went with Sea Witch, myself. The ally recharge keeps her discard pile nearly empty most of the time.


I actually went with Hexer. That was largely because her hex power (reduce difficulty) was easily my most used power on her card, and the ability to further enhance it was too good to pass up. Also, having the less interesting blessing recharge power freed me up to take the even higher tier blessings without feeling obligated to keep the old ones.


Our Feiya went with Hexer as well. I think this is because she was using the reduce difficulty power constantly, and she very rarely failed at checks to recharge, and therefore only has one Animal ally. If she needed an Animal desperately she would just cast Charm Animal and get a Turtle or something. The first power she chose was Blessing of Pharasma recharge, which so far keeps her deck cycling nicely.

Grand Lodge

I never played sea witch but between the hexer's increased bonus to reduce difficulty, recharging pharasma, and cards that increase based on scenario number like Black Spot, our crew sailed through S&S with very few issues. Reducing the difficulty on Barriers played a big role in that game too.


After much deliberation, I ended up choosing Hexer. I chose that role mostly due to the fact that at the end of deck 3 we had yet to even encounter a Blessing of Hshurha - let alone acquire one - while I picked up my fifth Pharasma during the last scenario.

I chose the Pharasma recharge power for my first ability. Haven't decided what my next power will be though.

Sovereign Court RPG Superstar 2011 Top 32

My fiancé went Sea witch. Recharging the blessings was so very strong, although many(~half?) of the later scenarios will have you not on a ship, so no 2 dice from Hshurha.

The trick to sustainable attack casting with sea witch is to voluntarily fail to recharge spells, then recharge animals to put them right back in your hand. This way you rarely end up in a situation where you're caught with no way to attack.


There was really no question for me.

The healing ability of sea witch directly counterbalanced all the damage from 'before you act' and 'when you begin your turn at this location' effects. Just take spells as damage and all animal allies.

You can eventually rebuild your deck with Hshurha via the AP - 2 rule.

and fortitude and survival checks are always dicey, having two extra small dice on them is very potent.

Contributor

isaic16 wrote:
I actually went with Hexer. That was largely because her hex power (reduce difficulty) was easily my most used power on her card, and the ability to further enhance it was too good to pass up. Also, having the less interesting blessing recharge power freed me up to take the even higher tier blessings without feeling obligated to keep the old ones.

This is why I went with Hexer as well. Eventually I was drawing on a Craft or Arcana check, which was very powerful.

Sovereign Court RPG Superstar 2011 Top 32

ryanshowseason2 wrote:


You can eventually rebuild your deck with Hshurha via the AP - 2 rule.

Just a clarification: normally you can't go fishing in the box for cards unless you are short at the end of an adventure. It is not intended that once you hit AD5 you can grab as many AD2 or lower cards as you want. If you end up short on blessings at that point you may freely grab those Hshurhas, but if you're short and your fellow player grabbed an extra Blessing of the Gods you have to take that first.


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Fight some Erinys(sp) Devils and bless the heck out of them. I guarantee you'll end the scenario with a lighter deck and be able to replenish from the box.

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