Riding witch


Rules Questions

Dark Archive

Let's say I am a witch on a combat trained horse.

On my turn can
1) my mount move into 30 feet of the enemy
2) I hex the opponent (standard action) and then
3) cackle (move action)?

Also
4) Just to be sure: My mount moves on my ini, right? :)
5) What if my horse uses double move or is running?

Grand Lodge

1-4: yes. You'll get into trouble casting spells for number 5, though. So you'll have to make concentration checks for number 5 when casting spells (but specifically for hexes you'll be fine).


1 person marked this as a favorite.

A Wayang Witch with a Mauler Familiar would be pretty perfect for this.


When you have your mount move its speed or less, your move action will be available for use, but your move action has a special restriction. The mount takes some time to get to the end of its move. You can spend your move action, but it will take place during the mount's movement. You won't be able to cackle in range of your hex target.

If your mount double moves, it is the same situation.

Relevant rules:Mounted combat

Quote:
If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.


That's a reasonable house rule, but the printed rule only forbids full attacks, not taking a separate move and standard action.


Matthew Downie wrote:
That's a reasonable house rule, but the printed rule only forbids full attacks, not taking a separate move and standard action.

I see what you mean. That's exactly what the text says. It sucks that casters get to make all their actions at the end of the move, but a full attack after a move requires a high level feat.


Korlos wrote:
Matthew Downie wrote:
That's a reasonable house rule, but the printed rule only forbids full attacks, not taking a separate move and standard action.
I see what you mean. That's exactly what the text says. It sucks that casters get to make all their actions at the end of the move, but a full attack after a move requires a high level feat.

Yet again I think martials would benefit greatly from having Full Attack be a standard action.

Casters can cast spells that scale as they level, why can't martials attack in a way that scales as they level?

As it is now, a 1st level fighter can move up to his speed and retain maximum effectiveness attacking, but a level 20 fighter looses tons of effectiveness the moment he moves more than 5 feet.

But that's a discussion for another thread, I suppose.


Indeed, I think mount rules need a rewrite. And not just because of this issue, but it is an issue that should be clarified.

Conceptual, the loss of full attack is because you must move to the target. But it means that any move action you take should occur someone in the middle of the mounts movement, which as Korlos mentions should logical prevent a witch from cackling to increase duration. But it doesn't.

If the target runs 30ft away from the witch does the hex end, or does the distance requirement only apply when the witch tries to apply the hex in the first place (or use again in the case of cackle)?


I'm pretty sure an archer can still full attack and move from horseback. He just eats a lot of penalties.


Note that handling an animal is a move action for most characters (under the handle animal skill)

-edit also see the mounted skirmisher feat, under its normal entry it says if you move more than 5 feet on a mount you can only take a standard action (mounts full move with the feat)


Apraham Lincoln wrote:

Note that handling an animal is a move action for most characters (under the handle animal skill)

-edit also see the mounted skirmisher feat, under its normal entry it says if you move more than 5 feet on a mount you can only take a standard action (mounts full move with the feat)

But controlling the creature you ride uses the Ride skill, spending the kind of action the Ride skill requires you to take. Not Handle Animal. Ride.


1 person marked this as a favorite.
Melkiador wrote:
I'm pretty sure an archer can still full attack and move from horseback. He just eats a lot of penalties.

Sort of. The archer can full attack, and only takes any penalties if the mount moves twice (converting the standard to a move) or runs. And even then the penalties aren't that bad. I think double move is a -2 and run is a -8, but I could be remembering wrong.

But it does state that use the midpoint of the movement to determine where the arrows are fired from. Implying that even though this full round action is allowed, the movement does affect it (for the purposes of determining cover, etc.)

Sovereign Court

Claxon wrote:

Conceptual, the loss of full attack is because you must move to the target. But it means that any move action you take should occur someone in the middle of the mounts movement, which as Korlos mentions should logical prevent a witch from cackling to increase duration. But it doesn't.

One could argue that they're cackling WHILE the mount is moving - so it doesn't take up extra time.


Charon's Little Helper wrote:
Claxon wrote:

Conceptual, the loss of full attack is because you must move to the target. But it means that any move action you take should occur someone in the middle of the mounts movement, which as Korlos mentions should logical prevent a witch from cackling to increase duration. But it doesn't.

One could argue that they're cackling WHILE the mount is moving - so it doesn't take up extra time.

Right, but the argument was that the cackle should occur somewhere in the middle of the movement, which could be outside the limited 30ft range of many hexes, including cackle.

Dark Archive

Ok, so basically: riding to the enemy, hex and cackle will work, but people will get mad about it?

;)

Must admit, it does feel a bit like cheating for me as well, that's why I was asking.


It's more like players of martial characters are heavily annoyed by it because they lose the ability to make full attacks and their combat capability decreases. Meanwhile, the spell caster (who already can do a lot more than the martial) magically benefits from being able to be moved and not suffer any diminishing of their combat abilities for doing so.

It's just super annoying.

Dark Archive

Um mounted charge is not that bad, either.
Playing a ranged fighter who doesn't need to get into the "I'll squish you" distance is cool as well.

Mount was my third option after trying to find a way to increase range, or being useful w/o standard+move in the first round.

But that's the main problem with the witch. Not so many different options, and if they don't work the first time, you're done. Evil eye requires you to cackle afterwards or it might be wasted, and since the class basically relies on the first debuff to work, that's quite important :(

Also, cackle ensures the witch is basically a sitting duck.

With some bad luck (say the BBEG has a good ini) I ride in range and get smushed the as soon as it's his turn.

Hm.

So maybe I should buff round one, ride into battle and debuff in r2, debuff in r3 then try to actually do something in r3.

That's the thing - Chances are I'll spend two rounds lowering the throws of the bad guys before actually "helping" unless the other members of the team also use abilities that require saves.

I know it sounds pretty awesome to be able to ride into battle and then "do something" - but in PFS, the first few rounds do count a lot, and I am not really helping there unless I have the mount.

Scarab Sages

Here's my take. Since the average adventurer can move 30 feet as a move action I would rule that a hex (standard action) or a cackle (move action) costs 30 feet of movement. The witch must stay within hex range of the target the whole 30 feet of time, whatever is left over from the mount's movement can be used before or after the player's turn.

Example:
Horse (speed 50) can move 20' to get the witch within hex range and either keep moving (within hex range) or stop (within hex range) while the witch does her hex. The witch then can cackle as a move action, but the horse needs to stay within range of the enemy for 30 feet worth of movement (while the cackle is taking place) then can move the last 20' out of hex range.

It's not perfect, and not specifically in the rules, but I like it.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Riding witch All Messageboards

Want to post a reply? Sign in.