Split Hex + Cackle


Rules Questions


If I used Split Hex on a couple of my allies with Fortune, could I cackle to extend both of the durations of the Fortune?

Liberty's Edge

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Quote:
Cackle (Su) (Advanced Player's Guide pg. 66): 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.

Cackle doesn't give a limit to pe number of persons affected, so: Yes.


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Cackle wrote:

Cackle (Su)

Effect: 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.

Not only would you extend any Fortune buffs, but you would also extend any debuffs as well. Remember your Witch ABC's! Always Be Cacklin'!


It's been so long since I played a Witch, I apologize for this question but could I first round use Evil Eye (Enemy succeeds at save), second round use Fortune, then move action to cackle to extend both effects? Just confirming if that's how it works.


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Atalius wrote:
It's been so long since I played a Witch, I apologize for this question but could I first round use Evil Eye (Enemy succeeds at save), second round use Fortune, then move action to cackle to extend both effects? Just confirming if that's how it works.

So if your enemy succeeds at their save then the duration of Evil Eye is reduced to 1 round. The way that works is that it expires just Before your next turn. So if you cackle in round 2 the Evil Eye will have already expired, so you can't extend it.

However ...

If you Evil Eye an enemy (standard action) you still have a move action left and can extend it in the same round you "cast" the hex.

So: Round 1: Evil Eye + Cackle

Round 2: Fortune + Cackle

(Obviously this doesn't leave any actions for movement beyond a 5-foot-step)

If both the enemy and your ally are within 30 feet of you when you Cackle then it will extend both effects ... or however many effects you have active within 30 feet of you.


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When you use Cackle, every qualifying* hex on any creature within 30ft (including yourself) gets prolonged. The only things that get checked are originator (only affects hexes that you put on creatures, not hexes by other Witches) and that the hex is currently active (a hex delayed by Soothsayer is not affected until it triggers). Each qualifying hex on each creature is affected, with no limit on the notal number of hexes in range, number of types of hexes, or number of hexes on a target.

Note, while Cackle does work on the duration of a saved-against Evil Eye, the duration is one round, meaning it ends just before the start of your next turn. You'd need to cackle the same turn to keep it going.

*) Charm, Discord, Disrupt Connection, Distraction, Evil Eye, Fortune, Misfortune, Protective Luck, Sink, and Agony


Thanks a lot guys, amazing community out here.

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