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well... as aplayer who play a 6 level witch and REALY having fun,
i dont even use slumber (once...)
i found that the witch need understanding, like bards or druids.
if you try to make it things its not - like solo master / blaster or what not - you are doomed to fail.
BUT - i found the power = versitility.
our DM is smart - playing the monsters with tactics. so a 1 shtick pony is doomed to fail.
as a witch i divide my time:
off combat i use diplomacy and intimidate (took trait...) combine with ranks in all knowladeges - i am like a mini sage.
combat it changes: VS non mind effecting immune foes - i rock - misfortune / evil eye and whats not.
Vs mind immune i fortuner friends, useing haste and summoning.
of combat i use my crafted CLW and to assist the cleric bring every 1 to health.
unlike a wizard who is a god until spells run out... i always got things to do.
as for hexes - you are missing some pointers:
tounges: yes, its on your spell list - but you never take it, its a kind of spell that is rarly used but when needed - its NEEDED.
also, unless you can freely buy scrolls (we cant) a witch got few spells known... so, a free 1 is great.
flight: wow, the flight thing is just... a bonus. the permenent feather fall saved my life many many times. not to mentions removing the fear from walking narrow places. of course - i'll grab overland flight ASAP when can .
healing: the party healsing in nice, but the RP is better... enter a war zone and heal 1000000 people a day... thats... WOW .
yes, however, i agree that some hexes are written wrong. like "child scent" or "cooking people" . they SUCK. so... dont take them :) so many options ...
the one thing i agree with you completly is the poor way patrons are made..
they were suppose to be more like domains - mix of power and spells.
the witch is like "anti-bard".