Barstro
2013-07-18, 01:50 PM
I'm playing a Witch in a Pathfinder game. I want to demonstrate to the GM just how powerful the Witch is so the fights will become more challenging.
Standard Witch Hexes;
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result…
Cackle (Su): Any creature that is within 30 feet that is under the effects of a… misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Using this combination, the enemy will need to roll twice and take the worse result every time. The trick is to bean the Will Save for Misfortune.
Level 1 Spell
Ill Omen: (No Saving Throw) On the next d20 roll the target makes, it must roll twice and take the less favorable result.
That almost guarantees that the Misfortune will hit, but the question is how to make sure that the enemy does not "waste" Ill Omen by taking some other roll prior to using the Misfortune Hex.
My thoughts;
1) Have party member be a Witch can cast it. (no other witch is in my group)
2) Ready the action to cast it just before my next turn. (Readying would change my spot in the order, so that would still fail)
3) Have another member UMD a wand. Nobody has a high enough UMD to even get to 50%
Anybody else have an idea on how to guarantee that Ill Omen will still be in effect before using Misfortune? I don't understand crafting enough to know if it would be possible to make something that can cast the spell as a move or swift action (is Command Word an action?), or if it can be made so someone else can cast it as a standard action without UMD (seems like one hell of a weapon for a First Level Spell use activation).
Thanks for the thoughts.
Standard Witch Hexes;
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result…
Cackle (Su): Any creature that is within 30 feet that is under the effects of a… misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Using this combination, the enemy will need to roll twice and take the worse result every time. The trick is to bean the Will Save for Misfortune.
Level 1 Spell
Ill Omen: (No Saving Throw) On the next d20 roll the target makes, it must roll twice and take the less favorable result.
That almost guarantees that the Misfortune will hit, but the question is how to make sure that the enemy does not "waste" Ill Omen by taking some other roll prior to using the Misfortune Hex.
My thoughts;
1) Have party member be a Witch can cast it. (no other witch is in my group)
2) Ready the action to cast it just before my next turn. (Readying would change my spot in the order, so that would still fail)
3) Have another member UMD a wand. Nobody has a high enough UMD to even get to 50%
Anybody else have an idea on how to guarantee that Ill Omen will still be in effect before using Misfortune? I don't understand crafting enough to know if it would be possible to make something that can cast the spell as a move or swift action (is Command Word an action?), or if it can be made so someone else can cast it as a standard action without UMD (seems like one hell of a weapon for a First Level Spell use activation).
Thanks for the thoughts.