Spirit Guide and Prehensile Hair


Rules Questions

Paizo Employee Developer

So I understand you can't choose Prehensile Hair as a Spirit Guide Oracle, given its not a Hex granted by a spirit. That being said, can we take the Extra Hex feat to get the hex using the "Witch Hex" shaman hex?


A Spirit Guide Oracle doesn't get 'hex' as a class feature (even though she gets access to one hex through the archetype) so she can't take the feat.


Unfortunately, no. You need the Hex class feature to pick the Extra Hex feat.

And I'm also quite sure that even if they could, they wouldn't have any hexes to choose from, as I've understood it, Extra Hex can't grant hexes cross classes (like how a shaman can't pick up witch hexes). But don't quote me on the last sentences. I'm not 100% sure about that.

Liberty's Edge

And if you are building your character from the ground up as a witch, you may want to compare the Hex with the archetype, White-Haired Witch. The Hex pales in significance.


If it looks like a duck...

EDIT: Rub is right on one point though, Extra Hex can't grant cross-class hexes. Thankfully the Shaman Hex List does have Witch Hex, which allows a single hex from the witch's list.

Too bad it doesn't allow Major Hexes though, it would have been nice if I could have gotten Witch's Brew onto a Spirit Wizard.

Paizo Employee Developer

Yeah I was looking to take the "Witch Hex" witch as an Oracle so my Kitsune Oracle using the new Kitsune-only Curse from this month's Players Companion could grapple people with its tail.

The idea of using the white haired witch to grapple as a kitsune is something I've been toying with for a while. Here it is, if your interested. I'll admit its easier to do now that Rogue gets Weapon Finesse in "Unchained", but I think I'd still rather play the Oracle-Kitsune that can get all 9 tails at level 8.

EDIT: Let me add, the fact they switched all instances of wisdom and charisma in the oracle archetype's hexes really makes it a difficult choice. Ancestors, Heaven and Lore are the only decent ones if I want to keep Wisdom as a dump stat. That being said, since I'm a kitsune, the Animal one would give me a huge save bonus...if I wanted to keep wisdom and dump a feat to get beast-shape.


Wait... is this TK?? [You should know who I am by my handle if you are who I think you are.]

Paizo Employee Developer

I just had a fun conversation with someone wondering how long it would take for you to notice. Yes, its me. You should tell by my penchant for multiclassing and love of Kitsune.

I couldn't find you on AIM or Skype, though.


@Æthernaut: It doesn't seem to get INT to hit? Though as it's a primary attack, INT to hit with the Hex will only excel at a +6 mod.

Liberty's Edge

Rub-Eta wrote:
@Æthernaut: It doesn't seem to get INT to hit? Though as it's a primary attack, INT to hit with the Hex will only excel at a +6 mod.

White Hair (Su) from archetype:
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

and

Prehensile Hair hex (Su):
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

White hair vs Prehensile hair:
w|p
1|2 Attack priority – WH is primary, PH is secondary
=|= Both do same damage
=|= Both add Int as strength dmg
=|= Both grow back automatically.
+|- PH is limited to minutes per day.
+|- Can do Combat Maneuver checks with WH
+|- Character doesn't gain grappled when grappling w/ WH
+|- >=4th lvl, a WH + 5' reach + 5'/addl four levels , max 30' at Lvl 20.

And, its true that, at 12th lvl a +6 BAB would allow for a 2nd attack, but so would having both WH and PH. Also Haste would improve the number of WH attacks. Unfortunately, you'll have to dip Shaman to get PH as an Additional Hex feat because WHW loses hex.

So, pump your int, take weapon focus hair, get an amulet of mighty fists, and grab your favorite improved maneuver feat and your good to go.

Its a shame. I really like the flavor of witches, but I don't see many witches played in our area. Or more specifically, I don't see many witches who survive the full twelve levels in our area.

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