Hubble, Bubble, toil and trouble (A Guide to Witches)


Advice

151 to 200 of 396 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Because my last assumption included something I missed, let me double check one of the advantages of Hedge Witch:

Spontaneous Healing means that in addition to not needing to prepare healing spells, you dont need to know them either. Correct?

Dark Archive

KrispyXIV wrote:

Because my last assumption included something I missed, let me double check one of the advantages of Hedge Witch:

Spontaneous Healing means that in addition to not needing to prepare healing spells, you dont need to know them either. Correct?

Kinda, you can swap out for any "cure" spell that you don't know of the same level as the spell you swapped for. Any other type of healing spell you must both know and memorize ahead of time.


Mathwei ap Niall wrote:
KrispyXIV wrote:

Because my last assumption included something I missed, let me double check one of the advantages of Hedge Witch:

Spontaneous Healing means that in addition to not needing to prepare healing spells, you dont need to know them either. Correct?

Kinda, you can swap out for any "cure" spell that you don't know of the same level as the spell you swapped for. Any other type of healing spell you must both know and memorize ahead of time.

Yeah, for anyone who's limited on the number of spells they can add to their familiar by circumstance or cost, this is a huge boon.

Its like 9 additional spells known, for free!

Dark Archive

With the latest errata my defense of the Cauldron hex falls apart. It used to be an awesome low to mid level hex, now it's next to useless from an optimizing perspective.
It's barely worth it's orange rating now.

Quote:

Can a character with Brew Potion create a potion of any spell he knows simply by adding +5 to the DC, even without preparing it? (page 549)

No. When creating potions, the crafter must prepare and expend the spell used by the potion as part of its creation. This is an exception to the normal rules that allow a caster to skip one of the prerequisites for crafting an item by adding +5 to the DC.

Update: Page 549, in the Magic Item Creation rules, in the second paragraph, change the last sentence to read as follows.

In addition, you cannot create potions, scrolls, staves, wands, or any other spell-trigger or spell-completion magic item without meeting its prerequisites.

—Jason Bulmahn, Wednesday

Being limited to spells only on your spell lists and that you currently know and can cast PLUS all the restrictions currently on potions really takes the power out of this Hex.

It's not a bad hex option but it is no longer worth taking before mid to late level.


Mathwei ap Niall wrote:


Being limited to spells only on your spell lists and that you currently know and can cast PLUS all the restrictions currently on potions really takes the power out of this Hex.
It's not a bad hex option but it is no longer worth taking before mid to late level.

Agreed. It's now really only for if you want to play evil and cook small children alive.


Mathwei ap Niall wrote:

Well I have completed my review of the new Patrons from Ultimate magic and have found they make quite a difference for my witches now.

Caveat; my rating scale has one change on it, those patrons who simply provide spells that are already on the witch's spell lists get rated down. If you are in a game where you have a serious limitation on gaining new spells beyond the free ones at level up it may be more valuable to you but for me that's just a wasted option.

** spoiler omitted **...

New Patrons now added to the guide.


Dalbrine De Viseler wrote:
I think the options for Vomit swarm and summon swarm should be separated: one thing the guide neglects to mention is that Vomit Swarm is only a standard. Also thank you for going into the witch in such detail. It is greatly appreciated.

Distinction between these regarding casting time has now been updated in the guide.


pad300 wrote:

My personal assessment of the new hexes is as follows:

(

Some of your commentary has now been added to the guide.


Mathwei ap Niall wrote:
Also the 3 new Witch specific feats...

I've added your commentary for those 3 feats to the guide with blue ratings.

On another note, I'm happy to include people's input for 8th and 9th level witch spells which has not been covered yet in the guide.


A good guide, well done!

As an avid witch fan, I concur with a lot of the observations!

Although my only witch so far is heavy on the CHA as she is a party 'face', but the flavour works well in a Shakespearian sting puller ind of way.

The Exchange

Thank you once again! The witch is my favourite pathfinder class and is a lot more fun than most, so it is great how you have taken the initiative to create a guide for them.


Dalbrine De Viseler wrote:
Thank you once again! The witch is my favourite pathfinder class and is a lot more fun than most, so it is great how you have taken the initiative to create a guide for them.

You're welcome. :)


Any plans to do anything on multi-classing, or single level dips?

I had seen some stuff on taking a level as a Crossblooded Sorcerer to pick up useful Bloodline Arcana, such as the ones for Serpentine/Verdant/Undead to be more useful as an Enchanter.

The idea of taking a single level in order to be able to effect a WHOLE lot more stuff with Enchantment spells seems pretty attractive... but is it really?


KrispyXIV wrote:

Any plans to do anything on multi-classing, or single level dips?

I had seen some stuff on taking a level as a Crossblooded Sorcerer to pick up useful Bloodline Arcana, such as the ones for Serpentine/Verdant/Undead to be more useful as an Enchanter.

The idea of taking a single level in order to be able to effect a WHOLE lot more stuff with Enchantment spells seems pretty attractive... but is it really?

Generally speaking, many full spellcasting builds suffer from dipping into other classes because you miss out on spell progression.

I have no inclination to pursue the multi-classing concept myself in the guide. However, if you believe the witch can be multiclassed with another class to create effective build ideas, I will post your build concepts in the guide with acknowledgement.


Mathwei ap Niall wrote:

With the latest errata my defense of the Cauldron hex falls apart. It used to be an awesome low to mid level hex, now it's next to useless from an optimizing perspective.

It's barely worth it's orange rating now.

Quote:

Can a character with Brew Potion create a potion of any spell he knows simply by adding +5 to the DC, even without preparing it? (page 549)

No. When creating potions, the crafter must prepare and expend the spell used by the potion as part of its creation. This is an exception to the normal rules that allow a caster to skip one of the prerequisites for crafting an item by adding +5 to the DC.

Update: Page 549, in the Magic Item Creation rules, in the second paragraph, change the last sentence to read as follows.

In addition, you cannot create potions, scrolls, staves, wands, or any other spell-trigger or spell-completion magic item without meeting its prerequisites.

—Jason Bulmahn, Wednesday

Being limited to spells only on your spell lists and that you currently know and can cast PLUS all the restrictions currently on potions really takes the power out of this Hex.

It's not a bad hex option but it is no longer worth taking before mid to late level.

Well, that's a damn shame; with this ruling, there is really no point in taking brew potion anymore. The one perk was expanding your limited spell list, but once more, errata comes in to ruin the day.


Another question that comes up in relation to a Hex which I'm not 100% on: Ice Tomb vs. undead and constructs. I can't see anything that indicates it wouldn't work on objects (they can be dealt damage, and it just requires a 'target' right?), and while they have a list of static immunities, it seems to me like it would still work... They are immune to paralysis, but not to... unconciousness?

Very weird, especially since big nasties like Golems appear to have pretty tame Saving throws, relying on immunity to magic and such for protection; fat lot of good it appears to do them here.

EDIT: On further examination, I have no idea how this interacts.


Probably GM call here. But since your 'encased' in ice I'd let it work on Undead etc. Not Golems though since you're trying to effect them with a magic effect and they're immune.


STR Ranger wrote:
Probably GM call here. But since your 'encased' in ice I'd let it work on Undead etc. Not Golems though since you're trying to effect them with a magic effect and they're immune.

If I recall correctly, Hexes are supernatural abilities and thus ignore Spell Resistance. Golem magic immunity doesn't protect against anything that ignores spell resistance.


Good guide here :)

I've played a particular type of witch, but it was consistently good, taking advantage from the Transformation Patron: with your familiar, improved share spell feat and some hexes (nails and prehensile hair) I've transformed my weak witch into a melee monster, many of the times using form of the dragon (because the dragon allows the character to cast spells) both on me and my familiar. Add in tenacious transmutation and extend spell feat to get a melee huge bump (also you still keep your nails and prehensile hair in your dragon or beast form, so extra natural attacks!).
I've also enjoyed taking many natural themed hexes like charm, child scent, feral speech and beast eye to take advantage from every little animal in every town and gather every information or item with discretion (it has many uses, don't underestimate the animals even mice...), so I think that the Transformation Patron should need a mention for those particular witches that take the advantage for having good strenght and intelligence.

Again, good guide, keep it up-to-date!

Shadow Lodge

Yeah, I would have to call no on those extra natural attacks. True, you retain them once going dragon, though RAI I wouldn't give dragons hair, but you don't magically get a new set of limbs to use your nails with. Those old dragon form limbs are already occupied by the better dragon natural attacks. Same thing as with several bite attacks, you don't have enough jaws(=limbs).

Cool guide, btw. Totally sold me on the time patron.


I don't know about you but my dragons have beards ;) just saying.

Anyway on topic, I've found another use for the beast-bonded archtype, You can give your familiar caster teamwork feats and get them yourself. No party coordination required. Shielded caster and allied spell-caster are nice when your familiar is always with you. +4 bonus to concentration? grappling became that much less effective, +2 spell penetration doesn't hurt either.

Some of the other ones work with a melee witch too (if your so inclined) like the one mentioned above.


Well, this added attacks can or cannot be valid, it only depends on your GM, because RAW encourages to use them:
From pfsrd

Quote:
You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed.

In our group we reached a compromise using hair from behind the ears (which our dragons have) and some other peluria, like those from nostrils (prehensile hair says that for a male witch the hair can be actually beard or moustache or others, so why not?). Also nails hex does not say that they are from hands, so we assumed it was both nails from hands and feet, thus giving the dragon form an attack with his "feet claws". The the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed., but I presume that in most cases these are valid options or at least you can reach a compromise with your GM...


45ur4 wrote:

Well, this added attacks can or cannot be valid, it only depends on your GM, because RAW encourages to use them:

From pfsrd
Quote:
You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed.
In our group we reached a compromise using hair from behind the ears (which our dragons have) and some other peluria, like those from nostrils (prehensile hair says that for a male witch the hair can be actually beard or moustache or others, so why not?). Also nails hex does not say that they are from hands, so we assumed it was both nails from hands and feet, thus giving the dragon form an attack with his "feet claws". The the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed., but I presume that in most cases these are valid options or at least you can reach a compromise with your GM...

Dragons already have claws on their feet, You actually cant make use of the nails because you have no where to put them where they wouldn't be overwritten by better claws.


But they can only make 2 claws attack per round, so either with hands or feet.
My intention was to give the dragon (actually the witch in draconic form) 4 claws attacks. Basically Nails improved the talons' claws enough to take these attacks and the GM said it was a valid explication, also he added that with those 2 extra and Secondary attacks it would not unbalance the game.

Dark Archive

45ur4 wrote:

But they can only make 2 claws attack per round, so either with hands or feet.

My intention was to give the dragon (actually the witch in draconic form) 4 claws attacks. Basically Nails improved the talons' claws enough to take these attacks and the GM said it was a valid explication, also he added that with those 2 extra and Secondary attacks it would not unbalance the game.

I used to be a believer in growing claws on your feet but have since realized that doesn't work. Claws on your feet are called talons and have their own entry on the natural attack charts. So since the entry specifically calls them claws not talons I don't think this trick works anymore.

As for still being able to cast spells in dragon form you'd be limited to verbal only spells (your component pouch merged into your new form, and you no longer have fingers. All dragon spells are modified versions that have no or vastly different somatic components. (This is how it was in 2nd, 3rd and 3.5 and Paizo hasn't stated they've changed it so I believe it is still valid)
So realistically no casting in that form, that's why wizards all use Giant Form instead.

And finally, if your home game has changed dragon-kind to have hair (and ears which no dragon has either) that's fine but by RAW the hex doesn't work. Also the nose hair thing is a no, it specifically states only male witches can use beard mustache and eyebrows. This is not an example list it's an exclusive one, only these choices are allowed.

With all that said, your game your house rules, if it works for you then bravo have fun that's what the game is for.

The Exchange

Plus, the witch doesn't even actually grow their claws instantly like a sorcerer does, In their entry you will see that they take time to grow.


Mathwei ap Niall wrote:
45ur4 wrote:

But they can only make 2 claws attack per round, so either with hands or feet.

My intention was to give the dragon (actually the witch in draconic form) 4 claws attacks. Basically Nails improved the talons' claws enough to take these attacks and the GM said it was a valid explication, also he added that with those 2 extra and Secondary attacks it would not unbalance the game.

I used to be a believer in growing claws on your feet but have since realized that doesn't work. Claws on your feet are called talons and have their own entry on the natural attack charts. So since the entry specifically calls them claws not talons I don't think this trick works anymore.

As for still being able to cast spells in dragon form you'd be limited to verbal only spells (your component pouch merged into your new form, and you no longer have fingers. All dragon spells are modified versions that have no or vastly different somatic components. (This is how it was in 2nd, 3rd and 3.5 and Paizo hasn't stated they've changed it so I believe it is still valid)
So realistically no casting in that form, that's why wizards all use Giant Form instead.

And finally, if your home game has changed dragon-kind to have hair (and ears which no dragon has either) that's fine but by RAW the hex doesn't work. Also the nose hair thing is a no, it specifically states only male witches can use beard mustache and eyebrows. This is not an example list it's an exclusive one, only these choices are allowed.

With all that said, your game your house rules, if it works for you then bravo have fun that's what the game is for.

Yeah, pretty much, it was just, as I said before, a compromise.

Spoiler:

What I miss is, why do you say that you cannot use somatic components while in a draconic form? The part in the Core Rulebook just seems to go the other way:
d20pfsrd wrote:
While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon.

I appreciate the way you rigorously attach to RAW, but stricly adherence can bring confusion, misleads or cornercases. By RAW an hairless witch in your game cannot use at all this hex...

EDIT: nevermind, ignore my post, I don't want to derail too much the thread.

Dark Archive

45ur4 wrote:


Yeah, pretty much, it was just, as I said before, a compromise.
EDIT: nevermind, ignore my post, I don't want to derail too much the thread.

This really isn't a derail, and is a valid point that needs to be ironed out.

We're currently working on evaluating the available Witch spells and new Hexes for rating and Form of the Dragon/Prehensile Hair may or may not be a good one based on the answers to these questions.

If the new Polymorph rules specify that you can cast Somatic spells as normal while as a dragon it definitely changes the rating on this spell and by extension the rest of the shapechanging spells.

edit: And we defend RAW so vigorously here because this is an optimization guide. To make it as available to as many different home games as possible every aspect needs to be ironclad legal so the GM's will allow it, especially in regulated games like PFS.


Mathwei ap Niall wrote:
If the new Polymorph rules specify that...

Tell me more, are you referring to those that take in account undead and other forms? When and where are these will be released?

As for now, I read it clearly in the book: you can cast spells with somatics and verbals if your new forms permits you to do so, such as the dragon (the only example listed). Take eschew materials and problem solved.

I have to admit that at RAW's table I cannot defend the validity of nails, but maybe I can success with Prehensile Hair:
1- you grow your hair
2- you polymorph into a dragon
3- you gain all benefits from spell description from your chosen dragon form and still mantain your growed up hair, because:

d20pfsrd wrote:
You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function.

So by RAW, it doesn't matter if your new form has no suitable form for your previous class features that relied on your basic shape as far as your class feature is an add up (unless GM fiat, but that's not, I suppose, what the rules dictates). To make it clearer: a sorcerer that can grow claws still retain functionability of his claw growth and can use it even if he assumes the shape of a snake... Or more reasonable ones.

Shadow_of_death wrote:

Anyway on topic, I've found another use for the beast-bonded archtype, You can give your familiar caster teamwork feats and get them yourself. No party coordination required. Shielded caster and allied spell-caster are nice when your familiar is always with you. +4 bonus to concentration? grappling became that much less effective, +2 spell penetration doesn't hurt either.

Some of the other ones work with a melee witch too (if your so inclined) like the one mentioned above.

Yeah good catch, you can even give your familiar hover and flyby attack feat, then polymorph both you and your pet into beasts or dragons and move while breathing! Also you will enjoy Twin Soul, expecially if you have taken imrpoved familiar, along with your Transformation patron...


Quote:
So by RAW, it doesn't matter if your new form has no suitable form for your previous class features that relied on your basic shape as far as your class feature is an add up (unless GM fiat, but that's not, I suppose, what the rules dictates). To make it clearer: a sorcerer that can grow claws still retain functionability of his claw growth and can use it even if he assumes the shape of a snake... Or more reasonable ones.

I never said you couldn't grow claws, but by default they grow on you hands, which are then ignored because the ones already on your hands are better. And you can grow them on a snake but they still default to your hands so are invisible and immaterial claws (just like your hands).

And yeah back feet claws are useless without a talon or rake class feature.

I do agree on the hair though, what kind of respectable dragon doesn't have a beard?

Dark Archive

Shadow_of_death wrote:
Quote:
So by RAW, it doesn't matter if your new form has no suitable form for your previous class features that relied on your basic shape as far as your class feature is an add up (unless GM fiat, but that's not, I suppose, what the rules dictates). To make it clearer: a sorcerer that can grow claws still retain functionability of his claw growth and can use it even if he assumes the shape of a snake... Or more reasonable ones.

I never said you couldn't grow claws, but by default they grow on you hands, which are then ignored because the ones already on your hands are better. And you can grow them on a snake but they still default to your hands so are invisible and immaterial claws (just like your hands).

And yeah back feet claws are useless without a talon or rake class feature.

I do agree on the hair though, what kind of respectable dragon doesn't have a beard?

I agree with you on all of that except the hair, so far no Golarian dragon has hair at this time.

Now growing the hair first then changing shape probably wouldn't work either. Once you cast the spell you turn into the dragon and everything that you are wearing or using is absorbed into the new form. The hair would be active but merged into the dragon shape.

Shadow Lodge

See, if you have to stretch youre explanations to cover another set of natural attacks to an already powerful form, well welcome to the club of munchkins. You are exactly where you belong. Getting a set of humanoid nails anywhere in a dragon-shaped body goes against the whole theme of polymorph spells. I mean, they change your form completely- You are assuming a, in fact veering(sorry for the malazanism) into a, completely new form. Arguing for the retainmenmt of previous natural attacks just bespokes of munchkinism. Now, if you ARE fine with that then more power to you. I'd never allow that though.

Anyway, it is nice to see such a wealth of people arguing for representation and contra to power and effectiveness.


@Muser: This is a discussion, as Mathwei ap Niall wrote 5 posts above, to make focus on some points, not to argue. So, don't be harsh and rude, just cool down, polite yourself and please discuss with support of your logic instead of throwing sentences and judgements. Qui facere quae non possunt verbis elevant, ascribere hoc debebunt exemplum sibi.

Back in topic, I never thought of it as 'invisible and immaterial claws (just like your hands)', it is an interesting view... Ok, I admit defeat, so a witch that want to use nails and prehensile hair has to rely on GM fiat and munchkins concessions :P

Scarab Sages

Since most of the witches abbilites target one Op,
How good would this class be if your DM only does encourtes with large groups of people?
How would you do your spell selection and Hex choices for that?
Thanks
Black Lotus


Battlefield control spells like grease, fog etc are great then, or of course buffs to your comrades. Haste, Fortune and all the other good stuff.
Then start debuffing, even if its just single target.

Scarab Sages

Allia Thren wrote:

Battlefield control spells like grease, fog etc are great then, or of course buffs to your comrades. Haste, Fortune and all the other good stuff.

Then start debuffing, even if its just single target.

I wish greace was on the spell list.....

How would you use fog spells in combat?
Target all the enimies at once or what?


Black Lotus wrote:
Allia Thren wrote:

Battlefield control spells like grease, fog etc are great then, or of course buffs to your comrades. Haste, Fortune and all the other good stuff.

Then start debuffing, even if its just single target.

I wish greace was on the spell list.....

How would you use fog spells in combat?
Target all the enimies at once or what?

I have gotten great use out of spells like Stinking Cloud just by dropping it on a group of badguys. Their options are stay in the cloud where they can't see anyone and eventually fail a save, or generally to fail a save, become nasueated, and stagger out into the waiting blade of my melee heavy party.

Big disabling spells like Confusion are also pretty awesome for dealing with big groups of guys. Remember, once they've attacked each other under confusion, they'll continue to do so for the duration of the spell!


Oh right, was in the bard mindset right now. But you get the idea. At later levels you can always get a wand of Grease though, as you should have maxed out UMD.

First round is the best time for such spells, as hopefully the enemies are still close together and you can hit alot of them at once, without hitting your own guys.

Then with luck you've somehow seperated the enemy group, makes it easier to take them down.


A pretty solid guide for the most part, but I think I can help some.

For example I feel that even though it will require a lot more work you should include the other spells on the witch list even though they are mentioned and covered throughly in Treantmonk's guide for wizards. I have a thread up asking people to critique my witch and the conversation eventually lead to this:

Treantmonk wrote:

I am not a fan of SoD spells for wizards this is an important distinction.

First off, the witch spell list is different than the wizards, and a lot of the wizard 5 star spells are unavailable. I'm more likely to go with SoD when it is competing with spells like Symbol of Healing.

More importantly, evil eye and misfortune can make it so your enemy has to save twice vs your SoD at -4 and take the worse result. This deals with many of my objections to SoD very effectively.

My witch uses Baleful Polymorph all the time (alternating between newts, pigs or frogs) and it works fairly reliably. I never use that spell with a wizard.

Point being that part of the criteria for rating spells is what other spells are available.

For instance, in Treant's guide for bards the spell Grease has 4 stars while in his guide for wizards it received 3 stars. A minor change and perhaps a bad example, but it is just one that comes to mind.

As for the area of addition I have a few suggestions:

Feats

Augment Summoning**** - +4 to the str and con of ALL your summons not just those Summon monster X spells (including swarms). If you are going to be summoning regualarly this is a must. *Sidenote* While +4 to the str of a swarm is essentially useless the con boost will add +2 to the DC's of the swarms poison and distraction.

Defensive combat training*** - Uses HD in place of BAB when calculating CMD makes you more difficult to grapple and being forced to be withing 30 feet of enemies in order to use most of your regular hexes will put you at closer range than a wizard will usually feel comfortable in (especially when the monster happens to be particularly large). Even though hexes do not require concentration checks not being grappled in the first place is always a more desireable situation.

Lightning Relfexes/Great Fortitude - You by no means have feats to spare, but if having a low save for one of these is being exploited regularly then taking a feat will help give you the boost you need to break the DC.

Spell focus (conjuration)** - Mentioned in the guide, but if one wants to take Augment summoning this is a prereq. Pretty unimpressive (+1 to DC's) but we could certainly do much worse.

A change I would add:

Improved familiar**** - The mere fact that a familiar like an imp, quasit or mephit can use a wand or other spell trigger items (using your skill ranks though not sure about your misc mod) makes this feat 4 stars not to mention the whole mess of other abilities they get. Waiting until seventh level to take this feat is highly recommended or the star rating drops.

As far as prestiege classes go:

Loremaster***- Even though the feat requirements are super steep this is worth looking into if it fits the niche you are trying to fill. Some more skill ranks and nice abilities (many of them doing the exact same thing as a feat) all at the benefit of not losing a casting level.

Adding in a section for items would be a good idea too. I'd be happy to add my input too in that department if it is wanted.

Hope this imput is useful and appreciated.


I disagree with your rating of augment summoning as 4 stars. Sure +4 is great when you summon, but the usual witch will not summon alot, most of the time you'll be debuffing or buffing.

Yes, you can play a summoner witch of course, then its great, but I wouldn't rate it 4 stars for the "default witch", actually not even 3 stars.

Improved Familiar: Ravens and thrushs can speak and therefor use spell trigger items too, and they can hold the wand in their claws. Its a useful feat, as it makes the familiar stronger, but 3 stars are enough for it really.


Allia Thren wrote:
Improved Familiar: Ravens and thrushs can speak and therefor use spell trigger items too, and they can hold the wand in their claws. Its a useful feat, as it makes the familiar stronger, but 3 stars are enough for it really.

I've had a lot of GM's who require opposable thumbs in order to use wands and such, but RAW I agree a raven should be able to use one.

As for the Summoning feat an optimized witch is casting considerably less than any other primary caster, but I still feel that it is at least a 3 star feat.


pipedreamsam wrote:

A pretty solid guide for the most part, but I think I can help some.

For example I feel that even though it will require a lot more work you should include the other spells on the witch list even though they are mentioned and covered throughly in Treantmonk's guide for wizards. I have a thread up asking people to critique my witch and the conversation eventually lead to this:

Treantmonk wrote:

I am not a fan of SoD spells for wizards this is an important distinction.

First off, the witch spell list is different than the wizards, and a lot of the wizard 5 star spells are unavailable. I'm more likely to go with SoD when it is competing with spells like Symbol of Healing.

More importantly, evil eye and misfortune can make it so your enemy has to save twice vs your SoD at -4 and take the worse result. This deals with many of my objections to SoD very effectively.

My witch uses Baleful Polymorph all the time (alternating between newts, pigs or frogs) and it works fairly reliably. I never use that spell with a wizard.

Point being that part of the criteria for rating spells is what other spells are available.

For instance, in Treant's guide for bards the spell Grease has 4 stars while in his guide for wizards it received 3 stars. A minor change and perhaps a bad example, but it is just one that comes to mind.

As for the area of addition I have a few suggestions:

Your feedback is most welcome. Regarding the spells, if you feel that some of the excluded spells covered by Treantmonk should have a different rating for witches, write them up and I will add them to the guide.

I will review your other input as well as people's comments on your input over the next few days and then update the Guide accordingly when I get time.


I will get to work on it tomorrow seeing how its pretty late in my time zone. I am assuming you want the work done in google docs?


pipedreamsam wrote:

I will get to work on it tomorrow seeing how its pretty late in my time zone. I am assuming you want the work done in google docs?

You can just post your input on this thread if you like. I will directly copy and edit (for formatting and colouring purposes) your work into my google docs witch guide with due acknowledgment for your contributions also included in the guide.


Quick question about some witch hex to the specialists roaming in that thread:

Do you think Evil eye can have an impact on the following target stats :
- concentration
- spell resistance

As RAW, i think the answer is no, but i would like your opinions about it and do you think this would overpower the hex if we houseruled it to work for these stats too ?

Regards


Dude: gotta say- Split Hex. BEST. WITCH FEAT. EVER.


Here's a thought, that I just had to avoid some of the nasty "have to be within 30 ft of the guys that want to stick pointy things in you" requirement most witch hexes have: a combat-trained horse.

Link to relevant section in the SRD

Combat-trained to avoid the DC 20 ride check as a move action, since you need your move to cackle.

Now it states that moving on a horse uses the horses actions to move. It also states that you can use a horse to move before and after your own attack (using the horse's move and standard action I guess). If you use spells in this manner you have to do a DC 10+spell level concentration check, or DC 15+spell level if your horse is running.

For melee attacks it does explicitely say, if you move, you can't do a full attack, but we don't want to melee do we.
Ranged attacks explicitly say that you can do full attacks while the mount is moving, even at double or quadruple speed, and that you can use move actions normally.

Now I'm aware that Hexes aren't really spells, and are neither melee nor ranged attacks in most cases, so you could say none of those apply, but I think it would go against the spirit of the mounted combat to disallow it on those grounds.

So what does that mean: You use the horse's move action to get in range of the enemies, you use your own standard action to evil eye/misfortune someone, you use your own move to cackle, then use the horses standard action to get the hell out of there again.

Hexes aren't spells, so you shouldn't need a concentration check... what would be the spell level anyway? But it wouldn't be too unfair to require it anyway, I guess. Holding your head steady enough to stare at someone and let them see your evil eyes? Again what spell level, but I'm sure a DM can come up with something.
The reason why you can only make a single melee attack, doesn't really apply here, the logic behind ranged attacks makes more sense I think, and they can do full attacks or standard attacks and use their move action. Also it never says anything about not being able to take your move action when casting spells, so even if you consider it casting a spell you can still cackle.

So this should work.

There are tactics to counter it: Ready a charge/bull rush against you or the horse. Horse is a CR 1 creature, so it definitely will go down fast vs higher level enemies. Or ready a archer attack. Etc.
So it won't turn the witch into an invincible combat machine, but the enemy has to use some tactics too, to counter it.


Ok I did the 0 and 1st level spells I figured I'd post here and get some feedback before I go on any further

0-Level Witch Spells

Arcane Mark* - Can't think of a single use for this spell it just seems pointless.

Bleed* - Cause a creature who has stabilized to resume dying. Never worth the standard action in combat.

Dancing Lights*** - Moveable lights (no concentration) that act as torches and easilly scare commoners, short duration though.

Daze*** - pretty good at low levels after that we have better uses for a standard action.

Detect Magic**** - Great spell that always has a spot in my daily memorizations

Detect Poison** - Only practical use I can think of is to use on suspicious food/drink. Never used during combat.

Guidance*** - A +1 is pretty useful at low levels, use out of combat right before allies make skill checks.

Light*** - Comparable to dancing lights, but longer duration, smaller lit up area and you have to carry the lit item with you. Also much harder to scare commoners with.

Mending** - Decently useful minor repairs. Even works on magic items.

Message** - Circumstantially useful way to whisper at a moderate distance.

Read Magic**** - Needed to read scrolls, always prepared.

Resistance** - An ok way to boost saves at low levels. Stacks with almost nothing.

Touch of Fatigue* - A very easy way to put yourself in melee and waste your turn.

1st-Level Witch Spells

Bungle** - SoL that is basically an autofail on one roll for an enemy. You can hold the charge for a few rounds to wait for the right roll if you want.

Burning Hands* - Area of effect (small) fire damage that caps at 5d4. Pretty unimpressive.

Cause Fear*** - pretty good at low levels, but HD limit makes it useless after that.

Charm Person*** - SoL on humanoid only that avoids encounters and lengthy RPing.

Chill Touch* - Manages to spread out negative energy damage into many touch attacks (no save). Also very small Str damage (Fort negates) that will likely be unable to save your life when the monster hits you.

Command*** - Pretty good one round SoL with a variety of options.

Comprehend Languages** - Lets you understand written languages as well as spoken ones. Best used as a scroll rather than a memorization.

Decompose Corpse* - Not sure when you would need a fully decayed corpse and even then there are easier ways to do it.

Delusional Pride* - Inferrior to charm person in nearly every way and even then evil eye does the exact same thing without buffing the enemy saves.

Detect Secret Doors** - Another spell that is best used as a scroll.

Diagnose Disease* - Better off buffing the afflicted's saves rather then try to get lucky on a heal check that you likely don't have time for.

Ear Piercing Scream*** - Comparable to sound blast without the fear of affecting allies. A good way to lock one big monster into doing nothing while you damage him.

Enlarge Person*** - Make the melee brawler better at hitting stuff harder than usual.

Forced quiet** - A utility spell for the rogue or a good way to stop the lone guard who noticed you sneaking about from yelling. Scroll?

Frostbite* - like chill touch, but fatigues instead of dealing Str damage, the damage is cold (nonlethal) and multiple fatigues will not make the monster exhausted.

Fumbletongue** - An ok SOL, but there are better SOLs at this level (Command to drop spell component pouch?)

Hex Ward** - A must have if you know you are fighting witches otherwise, its a waste.

Hypnotism* - Fascinating doesn't impress me and the HD limit adds to the drawbacks. It helps with improving attitude, but charm person is better.

Icicle Dagger* - Don't waste your time trying to engage in melee. It does get better at higher levels, but at higher levels your melee abilities are proportionally worse.

Identify** - Perfect example of a scroll spell.

Interrogation* - You likely aren't taking many prisioners and when you do they are almost always humanoid. Use charm person or interrogate the old fashioned way

Inflict Light Wounds* - Really low damage with a save for half and at touch range? No thanks.

Ki Arrow* - Your strength is likely bad and unarmed strikes aren't exactly your forte. Skip this.

Mage Armor*** - Boost AC (works against touch attacks as well).

Mount*** - A good way to increase your movement speed though the horse is squishy. Can be cast for your allies too.

Obscurring Mist*** - Good way to block vision past 5'. Best used with spells and abilities that do not require a target you can see.

Ray of Enfeeblement* - Pretty terrible spell since it got nerfed.

Ray of Sickening* - Sickened is an ok condition, but the ranged touch attack and save to resist make me want to pass.

Reduce Person** - Not a bad spell to increase to-hit and AC also helps dex based builds.

Restore Corpse** - Its pretty circumstantial, but really useful when you need it.

Sanctify Corpse**- Particularly useful for those enemies who force slain foes to become a weaker version of them. Also lasts a full 24hrs.

Shadow Weapon*- Enemey gets a save to disbelieve weapon you crafted and only take 1 point of damage this is somehow worse than icicle dagger.

Sleep** - Redundant with the Slumber hex that has no HD limit and a higher DC.

Summon Minor Monster* - Pretty much no combat use and no real other use that the next spell can't handle.

Summon Monster I** - Short duration and the monsters do not scale up with level, but better utility than the other summon spell.

Unbreakable Heart** - A good way to keep your allies from succumbing to fear affects, but the short duration makes this impossible to cast out of combat.

Unprepared combatant*** - Usually I do not like blasts, but this makes some of them viable, plus it works in conjunction with other spells that target Ref like web. Add in some evil eye and misfortune and then enemy all but autofails.

Unseen Servant*** - Great for utility. Use it to keep your wand or rod handy so you can use your move action to cackle.

Vocal Altercation** - Not very useful unless you are disguising a lot.

Youthful appearance* - Not very useful you don't look like a different person just younger, plus the ogre kills adventurers of all ages.

All feedback is welcome and appreciated.


I would personally rate Guidance higher. Its a trivial to cast almost always stacking buff to any skill check outside of combat. Comparing it to Fortune is a poor choice; you can benefit from Fortune once per day. Guidance can literally apply to every skill check your party makes outside of combat.


KrispyXIV wrote:
I would personally rate Guidance higher. Its a trivial to cast almost always stacking buff to any skill check outside of combat. Comparing it to Fortune is a poor choice; you can benefit from Fortune once per day. Guidance can literally apply to every skill check your party makes outside of combat.

Good point I forgot about the once per day limit on fortune. I went ahead and adjusted it a little thanks for the input.

151 to 200 of 396 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Hubble, Bubble, toil and trouble (A Guide to Witches) All Messageboards

Want to post a reply? Sign in.