Can a witch be useful only using hexes in combat?


Advice


I'm working on a backup character for my conjurer wizard. I'm thinking may go with a witch. My question is if I only use hexes in combat will I still be contributing enough at higher levels?
We're not a power gamer group, so I don't need it to be optimal, just useful.
My plan is to save my spells for out of combat utility and oh s$+$ moments. I'm looking at using evil eye, misfortune, fortune and cackle mostly, are there better options? I haven't looked at major and grand hexes much, but they seemed underwhelming at first.


If you want pure power, Slumber outclasses even the vast majority of the Major Hexes (range notwithstanding); due to the existence of Split Hex.

You should be fine utilizing Hexes in battle, I'm currently running a Cartomancer (Level 7), and outside of Ranged Touch of Fatigues, I generally throw out Misfortunes and Evil Eyes all day (with a hint of Swamp's Grasp to assist our Ranged Heavy lineup).

Hexes retain their power as the game goes on, as they will usually have the same DC as your highest level spells. You can definitely survive with only Hexes...

Though its never bad to have a Prepared Fortitude, Reflex and non-Save spell (such as Ill-Omen or Vomit Swarm) prepared, as the majority of Hexes target Will (at least until you get the Ice Tomb Major Hex), and are generally Mind Affecting (Misfortune is an exception here). I almost never go around will Will Save spells (and no Mind Affecting) as the Witch's Hexes can easily substitute for them.

Some spells ideas to backup your Hexes:
Glitterdust, Web, Lightning Bolt, Blindness/Deafness, Ray of Enfeeblement, Vomit Swarm, Ill-Omen.

That being said, there are many Hexes that aren't just Save or Lose. I really enjoy Hag's Eye and Animal Skin (both Major), and I have gotten mileage out of Aura of Purity and Swamp's Grasp.

If you aren't a fan of Hexes, Horror Adventures has the Tatterdemalion, a Witch that uses Fabric and exchanges half her Hexes for unique ones (such as sewing mouths shut, controlling rope and twine and other fun stuff).


I like the hexes because focusing on them lets me choose more flavorful and fun spells. Prebuffs, divinations, and whatever is fancy.


To answer the question in the title, no, witches can be useful using spells as well or even their familiar. BUT! The spells the witch has aren't really in-your-face powerful until you get to the mid to high levels. Before then they tend to be utilitarian. That said, they can even effectively blast.

I would recommend looking at archetypes and really examining the full spell list at the Archives of Nethys.

Also, a bit of my personal taste here, but I would recommend actually ignoring those hexes you listed or at least some of them. They tend to be the default hexes and you can really have some fun with the others as well. Just a side note.

Sovereign Court RPG Superstar 2009 Top 32

Neils Bohr wrote:
I'm working on a backup character for my conjurer wizard. I'm thinking may go with a witch. My question is if I only use hexes in combat will I still be contributing enough at higher levels?

At moderate levels, you should have plenty of spells-per-day to cover both utility and have combat spells available. You can even do this at low levels by carrying a bunch of scrolls for situational utility.

Generally speaking, combat spells are stronger than hexes (other than Slumber, of course). So while what's "enough" is up to you, a witch with hexes AND combat spells is clearly contributing more than a witch with hexes and NO combat spells. That doesn't mean you have to cast a spell every round, of course.

For example, a 7th level witch has about 15 spells per day. If you plan for three combats per day and use two spells per combat, that leaves you nine spells for utility. That's quite a lot, and you can get more with pearls of power.


Kurald Galain wrote:
Neils Bohr wrote:
I'm working on a backup character for my conjurer wizard. I'm thinking may go with a witch. My question is if I only use hexes in combat will I still be contributing enough at higher levels?

At moderate levels, you should have plenty of spells-per-day to cover both utility and have combat spells available. You can even do this at low levels by carrying a bunch of scrolls for situational utility.

Generally speaking, combat spells are stronger than hexes (other than Slumber, of course). So while what's "enough" is up to you, a witch with hexes AND combat spells is clearly contributing more than a witch with hexes and NO combat spells. That doesn't mean you have to cast a spell every round, of course.

For example, a 7th level witch has about 15 spells per day. If you plan for three combats per day and use two spells per combat, that leaves you nine spells for utility. That's quite a lot, and you can get more with pearls of power.

And combat most often last from 4-5 rounds, but a witch could easily reduce the numbers quite a bit with a few slumbers down and coups later. So technically you could easily last 5-6 combats a day depending on your hex hits or not.

Though i might warn you to use slumber and similar "combat ending" hexes with moderation, there is a lot of GMs who will consider it quite a threat and either send sleep immune monsters or ban the class alltogether because of it. In other words: Dont overdo it, let your party and GM have their fun too.


I was planning on avoiding slumber for the most part because of the abuse that can happen with it. My plan is to drop misfortune on the enemies and fortune on the fighter, ranger, and/or animal companion.

I realize using spells will increase my usefulness and once I'm able to use quicken spell, either in rod form or from the feat, I'll be using more spells. I'm also well aware that I need things prepped that target other saves.

I just want to make sure that having my standard battle plan being throw up hexes isn't basically the same as saying "you guys have fun I'll be making lunch for after the fight."


Neils Bohr wrote:

I was planning on avoiding slumber for the most part because of the abuse that can happen with it. My plan is to drop misfortune on the enemies and fortune on the fighter, ranger, and/or animal companion.

I realize using spells will increase my usefulness and once I'm able to use quicken spell, either in rod form or from the feat, I'll be using more spells. I'm also well aware that I need things prepped that target other saves.

I just want to make sure that having my standard battle plan being throw up hexes isn't basically the same as saying "you guys have fun I'll be making lunch for after the fight."

Well i did a winter witch recently which is extremly thematic against using ice/cold based stuff, you can take a few notes and see if that gives you any ideas.

LV20 Winter Witch 20point buy.
My plan is just to do Ice stuff, and do a bit of research to pick up cold spells which i lack. In the end, its a control setup.

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