Witch, Split Hex, Cackle


Rules Questions


Hi Folks,
This is probably a stupid question but it seems a bit too good to be true, but can a witch split hex her cackle?
In other words can she really extend the duration of Evil Eye, misfotune etc, for two creature for a move action?
I can't see where this would not be possible but I dont want to assume this is all ok without asking some experienced players.
Thanks in advance.


No, you cannot. Split Hex is for single-target hexes only, Cackle is an untargeted AoE:

Split Hex wrote:
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.
Cackle wrote:
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.


Dogfax wrote:

Hi Folks,

This is probably a stupid question but it seems a bit too good to be true, but can a witch split hex her cackle?
In other words can she really extend the duration of Evil Eye, misfotune etc, for two creature for a move action?
I can't see where this would not be possible but I dont want to assume this is all ok without asking some experienced players.
Thanks in advance.

So no, Split Hex does nothing with Cackle.

The good news is that's because you don't need it. Cackle extends ALL relevant effects within 30 feet.

If you have 3 allies all affected by Fortune and Protective Luck, and 2 enemies affected by Misfortune, as well as 4 instances of Evil Eye each (reducing their AC, Saves, Attack Rolls and Skill checks) you would extend all 16 active Hexes with a single instance of Cackle.

So the answer is "Yes but you don't need Split Hex" (although it would certainly help you get to the point where you have 16 active Hexes a lot faster).


Excellent replies, thank you both. Looks like what I lost in one hand I more than gained with the other! Awesome!
I so love playing my Witch Invoker/Harrower

Thank you for the quick help.


No worries.

Important thing to remember about Cackle: Hexes expire right BEFORE your turn. If you take Misfortune at level 1 and Hex a creature, then the following turn that Hex expires BEFORE you have a chance to Cackle. You'd have to use Misfortune (Standard Action) and then Cackle (Move Action) in the same round in order to keep it extended (obviously at level 8 the duration of Misfortune increases so this makes things a little easier).

Also Cackle has a short range. If you can Cackle and affect an enemy chances are they can charge you. Witches don't have the best defences (though I don't know how archetypes change this). Have a plan for this just in case =P


In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits. Ws this clarified somewhere please?

Good point on the charge range but I am normally flying, and TBH just being able to boost the front line characters at the same time is great.


Scar hex may be one you'll get more use out of. Extend that 30 feet.


Dogfax wrote:
In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits. Ws this clarified somewhere please?

I don't have a source for that, but there is one, I' just bad at searching after midnight =P

The rationale is if it lasted through your turn twice it would be longer than 1 round.

However you can take the Soothsayer Hex, this will delay the onset time of any relevant Hexes so they should still be functioning when your turn comes around.

Quote:
Good point on the charge range but I am normally flying, and TBH just being able to boost the front line characters at the same time is great.

Yup, flying is a great plan vs most enemies.

Dark Archive

Dogfax wrote:

In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits. Ws this clarified somewhere please?

Good point on the charge range but I am normally flying, and TBH just being able to boost the front line characters at the same time is great.

From combat

When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

A lot of offensive 1 round things are ment to be cast on others, not yourself

Alternatively most defensive 1 round effects protect you for 1 round


Dogfax wrote:
In ref to the "expire before you turn" I am sure I read a post somewhere stating this isn't the case. I was under the impression all 1 round effects last until the end of that round, otherwise 1 round spells become useless as you cannot cast, then and get the benefits.

The duration of effects with "lasts X turns" is reduced by -1 at the start of the same initiative count when they were originally cast/created. That usually means effects expire directly before your turn.

Basically, treat such an effect like another participant in combat and place them in the initiative order of their casting [right before the person/event casting/triggering them]; whenever their turn comes up, reduce the duration by -1.

When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Edit: sword-saged


Thanks guys, I couldn't remember where to find that =P

@Dogfax: The SOOTHSAYER Hex will delay the onset time of your Misfortune etc, and delaying it even to the next person's turn will mean it's still active on your next round. Th

So you could (for example) walk toward an enemy and Hex them with a 1-round Hex, then use Cackle the following round before it expires and keep it going then. This means you don't have to start your turn within 30 feet of an enemy to get the hex off and keep it going.

Once you hit level 8 it's lees of an issue.


ok thanks, all good advice. currently level 10 witch invoker 4 harrower so all good on rounds now.

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