A witch knows when a warded creature is no longer protected. This hex affects all rolls the target must make while it lasts. A Fortitude save negates this effect. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whenever the witch is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Gonna side with Psy here on the Hexcrafter. While in theory a wizard might look like they come ahead, in practice that is rarely the truth. He must decide to use this ability before the first roll is made. Second, any social rolls would take massive penalties because everyone would be distracted and offended or annoyed by the ear splitting cackles every six goddamn seconds. Witches get almost all the cool debuff spells that wizards do, and a few that wizards don't, plus hexes.
Slumber: At will, but can target a specific creature only once per day. Witch's Bottle Su : Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Ill Omen is a good candidate for Magical Lineage. Any within 30 feet that is under the effects of the penanggalen's evil eye or misfortune hex has the of that hex extended by 1 round. The haunted gun must be within 30 feet of its master for this ability to function. Natural Disaster: Like the life giver hex, natural disaster gives your hexcrafter access in a way, anyway to a spell that's higher level than a magus can normally cast. If the witch haunt completes the task, it leaves the haunted gun and returns to the bonded firearm.
In this case, it's storm of vengeance and earthquake. I'm interested in learning how to pull that off. Opponents within 30 feet of the haunted gun must make a Will save or become shaken for 3d6 rounds. Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier.
Certainly, in terms of general flavor the two classes share a lot, but the hexcrafter really sets itself apart because access to witch hexes can allow you to customize your magus in new and interesting ways. Cackle Hex Su As a , the penanggalen may cackle. These minutes do not need to be consecutive, but must be spent in 1-minute increments. Major Hexes Description Source: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. My character is a magus, so she recognize the magical benefit of the chanting the witches flavour of the cackling.
At 15th level, this hex acts like. Combat Hypnosis Su : The witch can lull her enemies into a trance, even in the chaos of combat. Each day at dawn, this blessed bush grows a number of goodberries equal to twice her witch level. This effect functions as , except the creature does not receive further saving throws to resist the hex. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. They wouldn't know right away that they needed to get 30 feet away or break line of sight for a while.
My little witch Hex is now 5th level. You can supplement this domination with additional spells if desired. The coven must contain at least one hag. That's strong, and it's nice that it can apply to a broad array of different rolls. As you already noted, it's a pretty damn good hex, but it's now officially even better. Animal Servant Su : The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. Defeat Incorporeal or Undead Creatures with a Firearm : Each time the haunted gun destroys or causes an incorporeal or undead creature to surrender or flee with a firearm, she regains 1 grit point. Slumber: As it is with the witch, slumber is a strong hex choice for the hexcrafter. These attacks follow the standard rules for natural attacks. This is a mind-affecting charm effect. If the witch has a touch spell ready to use, that spell is discharged harmlessly when she uses this hex.