Spirit talker feat and witches


Rules Questions


Hi folks,
This is a bit of a combined rules and advice question.

With Spirit talker, you can get a shaman hex for 1 hour/day. Sounds cool. Question is if you'd use witch level in place of shaman level and INT in place of CHR. Both seem reasonable, but I can't find any support for that in the rules. Is there any RAW support for such a notion?

(Question was asked in 2015, and there was consensus you could use witch level and INT, but no rules-based reasoning was given).

Assuming not, what hexes would from shaman spirits do you think would work well for a witch?

Thanks!


Anyone?


Hobit of Bree wrote:
Anyone?

Presumably, if none of the previous posters, nor yourself, can find any RAW support for that position, and no one has responded with any here, there is not much to be found.

As for what shaman hexes might work well for a witch, you might have better luck in the advice forum.


The feat wouldn't work for a Witch (which is specifically allowed in the prerequisites) if you couldn't do this.

I could have sworn to having seen somewhere that Witch and Hexcrafter Magus levels stack for determining Hex effect, but now I can't find it. If you can find that, then by analogy Shaman and Witch levels should stack, and if they can stack, they can substitute (although the reverse is not necessarily true).


UnArcaneElection wrote:
The feat wouldn't work for a Witch (which is specifically allowed in the prerequisites) if you couldn't do this.

Sure it would. Just not as well. Pick hexes that do not depend on shaman level or have saves. Utility Hexes, like these:

Ancestors wrote:

Intercessor (Sp) The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again.

Might of the Fallen (Su) The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage.

Flames wrote:
Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Heavens wrote:
Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location and can add her Wisdom modifier to her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. The shaman doesn’t need to possess the feat to use this ability.
Mammoths wrote:
Mammoth’s Hide (Su) The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and the cold resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Nature wrote:

Friend to Animals (Su): The shaman can spontaneously cast summon nature’s ally spells as a druid. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman’s Charisma modifier.

Speak with Animals (Ex): Choose a specific kind of animal: eagle, fox, dog, and so on. The shaman gains the ability to converse with that type of animal as if she were under the effects of speak with animal. The shaman gains the ability to communicate with an additional kind of animal for every 3 shaman levels she possesses (two animals at 3rd level, three at 6th, up to a maximum of seven at 18th level).

Stormwalker (Su): The shaman can move through non-magical fog, rain, mist, snow, and other environmental effects without penalty (see Weather). She is never slowed by such effects, and she doesn’t need to attempt Acrobatics skill checks to move across such surfaces. She can also move through magical environmental effects that she created. At 10th level, the shaman can see twice as far as normal through environmental effects, whether or not they are magical in nature.

Wind wrote:
Wind Sight (Su): The shaman ignores the penalties on Perception checks caused by wind and the first 100 feet of distance. (If you want to read something from really far away... or target a spell at someone hiding in the distance.)
Wood wrote:

Nature’s Gifts (Su)

Once per day, the shaman can command trees and other plants to yield magical berries and fruit. This ability functions as goodberry, except the maximum number of hit points it can restore to a subject in a 24-hour period from this hex is equal to the shaman’s Charisma modifier (minimum 1 hit point per day). (If you need food)

Verdant Path (Sp)
Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet. The shaman gains woodland stride, as per the druid ability of the same name.


Don't forget this:

Lore wrote:
Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Dark Archive

There was, alas, errata for this feat. Only gives you access to the chosen hex for 1 hour. See ACG errata for details.


Re Errata: Yes. One hour. Thats why I only listed things that are useful within an hour...

Re Arcane Enlightenment: "added to the list of shaman spells" witches don't have shaman spell slots. I guess you could use it to trigger wands and such without needing a UMD check.


My suggestion would be look at the Ritual Hex feat instead.

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Ritual%20Hex

At mid levels, the checks are quite doable if you kept up your ranks...


toastedamphibian wrote:
Re Arcane Enlightenment: "added to the list of shaman spells" witches don't have shaman spell slots. I guess you could use it to trigger wands and such without needing a UMD check.

I mean, if we're going to be technical, the list of shaman spells a witch can prepare in their witch spell slots normally has nothing on it. If you add a spell to that list, then there's now one shaman spell a witch can prepare in their witch spell slots. Math!


That same logic applies to taking a level in sorcerer. If taking levels in a diffrent casting class does not let you prepare a diffrent classes spell in your existing slots, neither does temporarily adding some to the spell list of a different class.

Not that it matters, as you probably won't jave time to prepare them.


Ritual Hex has to be one you qualify for. Witches don't have shaman spirits, so don't qualify for their hexes.


toastedamphibian wrote:
UnArcaneElection wrote:
The feat wouldn't work for a Witch (which is specifically allowed in the prerequisites) if you couldn't do this.

Sure it would. Just not as well. Pick hexes that do not depend on shaman level or have saves. Utility Hexes, like these:

{. . .}

I guess by analogy to VMC Magus and Magus Arcana, this should work. Although VMC Magus does give you an effective Magus level for qualifying for Magus Arcana, just not for their effect (which is more than this feat explicitly does; it also has the weird effect of insidiously turning a few Magus Arcana into trap options).

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