
Minigiant |

I am currently playing a Celestial Agenda Endurance Witch in the Tyrant's Grasp Adeventure Path. If you were not aware, it is full of undead, AKA immune to a lot of the Witchs 'Stuff'.
I am about to hit level 12, and have Major Hexes available to me but, I genuinely have no idea on what to do. At level 10, I took Major Ameliorating but now I have no clue
Race: Half-Orc
Class: Scarred Witch Doctor
Patron: Celestial Agenda - Endurance
STR: 10
DEX: 14
CON: 14
INT: 20
WIS: 10
CHA: 10
Traits:
The Word (Campaign)
Reactionary (Combat)
Feats:
1 (Level) - Spell Focus (Conjuration)
3 (Level) - Augment Summoning
5 (Level) - Summon Good Monster
7 (Level) - Improved Initiative
9 (Level) - Extra Hex
11 (Level) - Split Hex
Hexes:
1 - Ward (Bonus)
1 - Scarshield (Class)
2 - Protective Luck
4 - Soothsayer
6 - Cackle
8 - Flight
9 - Fortune
10 - Major Ameliorating
Equipment: Blouse, Cackling Hag’s (This allows Cackle to continue when I cast Summon Monster)
So what do you think I should do at level 12 and possibly onwards? Particularly what hexes should I invest in but, please remember that I am facing nearly all undead and therefore mind affecting and fort saves are off the table

Mysterious Stranger |

Retribution looks like it should work fairly well. It is a will save but does not state it is a mind-affecting effect so undead will be affected by it.
Healing and Major healing would also affect undead, but since it is only useable once per day per creature it will only good for a single use per undead.

avr |

Witches get some spells which don't fit their usual pattern at spell level 6, chain lightning (useful blasting) and greater heroism (a buff to saves is particularly useful vs. undead) and undeath ward may save your bacon some day.
Like CBDunkerson mentioned, misfortune is good vs many undead - not spellcasters, but there's a lot of undead melee brutes.

MrCharisma |

Yeah I apparently didn't even look, I just assumed you had Misfortune.
Misfortune doesn't 100% stack with Protective Luck, but it does make them roll twice on saving throws and skill checks. Even if the whole party is under Protective Luck it'll still be a powerful debuff that you can apply to the biggest monster you can see (also YOU can't benefit from Protective Luck, so this gives you some protection to go with it).

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Ice Tomb, 3d8 Cold Damage [Not all Undead are immune to cold] but more importantly It seals the target undead in Ice Hardness 0 but 20 HP's worth. Sadly it can be used on the target regardless only once every 24 Hours
Undead are immune to paralysis and can't be knocked unconscious, so all ice tomb does is 3d8 cold. Useless at the level you can get it.

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Michael Talley 759 wrote:Ice Tomb, 3d8 Cold Damage [Not all Undead are immune to cold] but more importantly It seals the target undead in Ice Hardness 0 but 20 HP's worth. Sadly it can be used on the target regardless only once every 24 HoursUndead are immune to paralysis and can't be knocked unconscious, so all ice tomb does is 3d8 cold. Useless at the level you can get it.
It still has to free itself from the Ice, and it's taking 3d8 Cold Damage. unlike other foes it won't be suffering from paralysis or the unconscious, but it can still suffer the damage and it'll still be stuck in 20HP's worth of Ice to be free'd

Minigiant |

gnoams wrote:It still has to free itself from the Ice, and it's taking 3d8 Cold Damage. unlike other foes it won't be suffering from paralysis or the unconscious, but it can still suffer the damage and it'll still be stuck in 20HP's worth of Ice to be free'dMichael Talley 759 wrote:Ice Tomb, 3d8 Cold Damage [Not all Undead are immune to cold] but more importantly It seals the target undead in Ice Hardness 0 but 20 HP's worth. Sadly it can be used on the target regardless only once every 24 HoursUndead are immune to paralysis and can't be knocked unconscious, so all ice tomb does is 3d8 cold. Useless at the level you can get it.
Ice Tomb is a Fort save, and as it doesn't work on objects, it does not affect Undead

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Michael Talley 759 wrote:Ice Tomb is a Fort save, and as it doesn't work on objects, it does not affect Undeadgnoams wrote:It still has to free itself from the Ice, and it's taking 3d8 Cold Damage. unlike other foes it won't be suffering from paralysis or the unconscious, but it can still suffer the damage and it'll still be stuck in 20HP's worth of Ice to be free'dMichael Talley 759 wrote:Ice Tomb, 3d8 Cold Damage [Not all Undead are immune to cold] but more importantly It seals the target undead in Ice Hardness 0 but 20 HP's worth. Sadly it can be used on the target regardless only once every 24 HoursUndead are immune to paralysis and can't be knocked unconscious, so all ice tomb does is 3d8 cold. Useless at the level you can get it.
Undead Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
The effect isn't harmless, it's for half Damage, of which is Lethal Cold Damage. So the Hex should still affect an Undead. It would also not be dodged by Evasion so it works against Rogues and Monks even if they make a successful saving throw. Because it's a Fortitude Save
Sadly, it's far more limited against the undead, especially those with Immunity to Cold. I grant you, the Immunity to fortitude saves are poorly written in my opinion.
There are certainly better hex Choices, but against Undead, not many at all. Although I suppose the Fly Hex could work, just sail over the enemies.

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Granted could also pick up the spell from the Horror Adventures book "Boneshaker"
School necromancy; Level antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, F (human-shaped fetish made of bones)
EFFECT
Range medium (100 ft. + 10 ft./level)
Target one living creature or undead creature with a skeleton
Duration instantaneous
Saving Throw Fortitude partial or negates (see text); Spell Resistance yes
DESCRIPTION
By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead.
A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have.
In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement.
An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect.

Almarane |

There are metamagic feats that allow you to conteract some undeads' immunities : thanatopic spell and threnodic spell. I don't know if they would interest you, but you might want to take a look at them. Just, be sure to talk about them with you DM since it can easily break some encounters.

Joynt Jezebel |

Misfortune works against undead.
This was what I was going to suggest, but this clever person got there first. You already have cackle, so you want to accumulate hexes it works with.
Hag Eye is a good major hex, not game breaking but good.
Witches don't excel against undead. Not a disaster, but...