DeathlessOne |
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... that are not dependent on having the hex class feature or requiring levels in classes that are not specifically Witch. Aside from the Cackling Hag's Blouse, of course.
Alternatively, anyone know how one might get a Greater Witchcrow as a familiar?
The reason being is that I'm toying with a character concept using the Havocker Witch and was curious if there was a way to get a hex that pairs with Cackle. It is not critical to the build, was just curious if someone knew of something I may have missed. I've got what I think of as a solid chassis to make use of its ... unique ... combination of abilities and want to see if there is room to add a bit of fat, or what I can trim away.
P.S.: I know how people feel about that archetype. I'm not here for personal opinions on the choice.
Belafon |
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The various blood hexes don't require the hex class feature and all the blood hexes that normally last exactly one round pair with cackle. Make sure you read the intro text carefully, particularly when it comes to how many times per day they can be used.
One suggestion of "levels in a class that is not specifically witch": An evangelist of Mestama gets a grand hex as his third boon. That can be as early as 16th level with prestige classes. If you do it using the Evangelist prestige class (as opposed to Demonaic, Diabolist, or Souldrinker) it only "costs" you one effective level of witch. Grand hexes don't pair with cackle, though.
No way to get a witchcrow as a familiar unless your GM wants to make an exception.
Belafon |
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Also make sure your GM is OK with you exploiting the language of the cackling hag's blouse and blood hexes in the way you intend to. The requirement for unlimited uses per day is that you "be a witch" (or a shaman, for the blood hexes). Probably should have required something like "hex class feature" for both, but insufficient futureproofing resulted in what we have.
I'm personally OK with the way you want to use them, especially the blouse. But other GMs may not be.
DeathlessOne |
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Appreciate the input, Belafon. I completely skipped over the Blood Hexes, mostly because I never saw much appeal to them but, in this instance, they might usable.
No issues with exploitation of the language here. The hexes are just a minor part of what the character could do, and I was only really interested in them if I could get a way to reduce enemies saving throws without too much wasted action economy.
As of right now, I've got the makings of a Witch that will be rolling around a 'flaming sphere' with (near) unlimited duration that can either poison the enemy repeatedly with Str/Con damage every time it makes contact with them (not even having to deal damage) or that attempts to eat through any spells they've protected themself with (dispel on contact), and that's with just a move action every turn after you spend an action to summon it. After that, its a matter of hitting them with a direct touch attack that lights them on fire (increasing attack accuracy, DC's, or checks vs spell resistance) even if no fire damage is taken. OR flicking a Pernicious Poison spell at them to further lower their saves vs Poison, and then rolling the flaming sphere over them again. All of that comes 'online' by level 10, though if its just the poison, that's level 6. A full blown kineticist could do both of these things much better than this character could, but they don't have a full 9th level spell list backing them.
I've got an idea to go with VMC Wizard to get access to the Void school power to debuff the enemies saves/AC further, though that only lasts for a single turn (just long enough to roll a flaming sphere over them). But, I'm thinking the feats are going to be worth more than that ability (since I've already got the familiar, and the cantrip @ level 11 is a joke).
VoodistMonk |
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Hmm, Blood Hexes... and now I know about those. As if I didn't have enough BS already. Lol.
That [Great] Witchcrow is freaking awesome, and what a glorious Familiar one would make. Too bad, so sad, though. As a GM, I would probably make an exception if someone really had a good backstory to go with the obvious mechanical benefits one could gain from such a Familiar.
DeathlessOne |
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Hmm, Blood Hexes... and now I know about those. As if I didn't have enough BS already. Lol.
Yeah, there is a lot of material that a lot of people are not fully aware of. I've got a ton of it in my head space (especially since my deep dive into my guide with the mystic theurge) but while I may know of some such feat or trait, I don't always recall the specific name to make it easily searchable.
That [Great] Witchcrow is freaking awesome, and what a glorious Familiar one would make. Too bad, so sad, though. As a GM, I would probably make an exception if someone really had a good backstory to go with the obvious mechanical benefits one could gain from such a Familiar.
Indeed. It would have to be an Improved Familiar and up there with the higher level requirements of around 7th or 9th level. I don't often play around with improved familiars, so I wasn't sure if there was a way outside of GM purview that would allow the acquisition of such a familiar (sort of like expanding the list). Otherwise, something like Leadership or a spell contract might be possible to get one as a cohort.
Anyway, back to the Blood Hexes. I've narrowed it down to three options that might be interesting to add to the build, provided that Cackling Hag's Blouse is available for purchase. Otherwise, we can skip those feats entirely. Specifically: Blunt Blade (deny crits, sneak attacks, precision damage), Hinder (deny full attack actions), and Falter (deny 5ft steps, readied actions, delaying actions). All three have the 1 round stipulation, so they can be extended with Cackle and can help control the battlefield or protect allies. Once they are out and in effect, cackling will keep them up and frees up your standard action for kinetic blast shenanigans (or actual spells). Should be around level 7 to pick up the blouse, so we can plan for our first Blood Hex feat there.
Chillel |
Alternatively, anyone know how one might get a Greater Witchcrow as a familiar?
The reason being is that I'm toying with a character concept using the Havocker Witch and was curious if there was a way to get a hex that pairs with Cackle. It is not critical to the build, was just curious if someone knew of something I may have missed.
It normally says on the entry if the creature can be obtained as a familiar. It does not so you can't get one as a familiar by the RAW.
As to the second question, there are 2 ways I know of. The extra hex feat gives you... an extra hex.
Second, you have linked archives of nethys. Go there and to the page on the witch class and open the "Unique Patrons" link.
They each give you an extra hex at some cost. Infernal Contract gives you Misfortune which [sorry] is great. May not suit your concept.
VoodistMonk |
I don't think a Havoker can benefit from that headband for Kineticists that adds damage to blasts matching whatever element the headband is keyed to... since it says something like "when worn by a Kineticist" and Havoker does not say anything about counting as one. But could a Havoker use a Focusing Glove to add weapon enchantments to their blasts? It increases Burn cost, but doesn't increase the effective spell level... so Spellburn should just soak any increase Burn cost. It [Spellburn] only prohibits Infusions that require the Havoker to take Burn... like that disintegrate Infusion for Aether if you want to break objects with it. The glove, though, only says it applies the weapon enchantment to its user's blasts... not specifically requiring its user to be a Kineticist.
Honestly, I would love to see some decent Havoker builds... I have not been satified with anything I have come up with. Granted, I also know very little about the Kineticist class. I have toyed around with a few builds that I am content with... mostly dabbling in Aether, Wood, and/or Void... even one using the 3rd party Machine Element. Never actually played one, though.
DeathlessOne |
The Focusing Glove is a 3rd party magic item, so I can't really comment on its usefulness.
I've been tweaking the Havocker build for a little bit and it's not something that evokes a huge "OMG WOW!" reaction. It merely gives the Witch the option to trade out their hex versatility to pick up reliable blasting capability. You'll likely get better results just using their damage dealing spells every round, but you can always fall back on the kinetic blast when you don't want to use any resources, or you find a neat little niche to fit yourself in (such as the venomous dispelling ball of flame I mentioned earlier).
I'll try to finish it up and post it.