
Gronk de'Morcaine |

Our group decided to clear a target a little out of our paygrade.
Doing reasonably ok. The only real issue has been condition recovery afterward. Diseases, poisons, curses, petrification, etc… With fairly high caster level checks to eliminate.
We will be working with the GM to see about developing rituals or something to help. But before we start ‘house ruling’ things, we always want to see what RAW allows. So what feats, power components, materials, magic items, spells, or whatever can help with caster level checks for condition recovery?

Mysterious Stranger |

If the both the caster and other party members have access to hexes the Coven Hex can help. You get +1 Caster Level per person with the Coven Hex. So Witches, Shamans, and Hexcrafter Magus could all use Aid other to boost your caster level. Aid other allows multiple characters to assist and the bonuses stack.
Leadership for a character with the coven Hex can get some truly obscene caster levels.

Gronk de'Morcaine |

Thanks folks I will pass along to all our casters.
MS I love the idea of Coven Hex. I would go for it, but most of the players in our group do not like to coordinate their builds like that. It took a lot of talking and cajoling just to get them to take a single teamwork feat that lets us talk to each other mentally within 30' and the healer do a better job of keeping us allive. I can't imagine them taking another group feat even if they were hex casters.

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Thanks folks I will pass along to all our casters.
MS I love the idea of Coven Hex. I would go for it, but most of the players in our group do not like to coordinate their builds like that. It took a lot of talking and cajoling just to get them to take a single teamwork feat that lets us talk to each other mentally within 30' and the healer do a better job of keeping us allive. I can't imagine them taking another group feat even if they were hex casters.
This one?
Bonded Mind (Teamwork)
Source Distant Shores pg. 63
You and your partner are so close that you can almost read each other’s minds.Benefit: As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.
It is a matter of role-playing, I think. If your GM imposes a limit to what can be communicated in a round (perfectly reasonable, you can't discuss complex tactics in 6 seconds) it is a very useful feat.
If the GM allows almost free communication between the players, it becomes way less useful.
Gronk de'Morcaine |

Yep, that was the one.
The GM hasn't been too restrictive on what we communicate in a round. However, if we are yelling to each other in combat, obviously the other side can also hear it. It has actually been most useful in non-combat meetings with NPC's so we can talk about things without them knowing.