DeathTrap's page

11 posts. No reviews. No lists. No wishlists.


RSS


Wolfsnap wrote:
Hal, who runs RPGMP3, does post some of the site's audio to iTunes, but I don't know if this stuff is going to be part of that.

Ah, too bad - I really want some good Pathfinder play podcasts, but don't know many. Transferring files to my iPhone is a pain (my laptop hates it and freezes up a lot).


Don't suppose this is up on iTunes somewhere?


Chilling Touch! Definitely needs more touch spells.


Please! Get them up on PRD!


This may be a stupid question... But why do so many builds use Dervish Dance? Why not just use Weapon Finesse and a rapier?


WorkSlave wrote:

Great app for the ipad:

http://itunes.apple.com/us/app/pfr/id365514623?mt=8

PF SRD

That looks great... But does it have the APG?


Chris Mortika wrote:

DeathTrap,

Do you know whether the cleric will be channelling positive or negative energies?

The Witch will overlap less with the draconic sorcerer, but the Wizard might fit in well to a party with Paladin and positive-energy Cleric.

Positive energy - the player really likes healing.


Blueluck wrote:

"Overall balanced party" isn't enough information to make the call.

Two examples:

Say your party is Bard, Paladin, Cleric, +
Then I would play a Wizard. Having a 4th healer isn't really helping, and the Wizard's increased battlefield control options are going to be needed.

If you're party is Rogue, Fighter, Combat Druid, +
Then I would play the Witch. Adding some healing to that party would be a significant contribution.

Party makeup is likely going to be one of the following:

1. Fighter, rogue, cleric

Or

2. Paladin, rogue, cleric

Ther's the possibility of a sorcerer (draconic bloodline) joining as well (other three would remain, would make it a 5 person party total).


I'm curious about peoples opinions - in a balanced party, would you rather have a witch or a wizard to fill each of the following roles (ie. Witch/Wizard for #1, Witch/Wizard for #2, etc):

1. Damage dealer
2. Buffs
3. Utility
4. General survivability
5. Overall usefulness


romuken wrote:

Hmm...great point. Okay, I'll get a boar spear (+2 AC when braced). And I think I'll change to crackle with my extra hex, and indefinitely switch to misfortune from Charm. Other than that, I guess I'm good. Here are my spells if any suggestions wanna be made.

0-LVL: Daze, Mending, Dancing Lights, Spark, Bleed.
1st-LVL: Mage Armor, Enfeeblement Ray, Burning Hands, Hypnotism, Command, Enlarge Person, Cure Light Wounds, Inflict Light wounds.
PATRON SPELL(S): Well, still debating on shadow or Transformation, maybe even Trickery.

For your spells, you might want to change some. As has been mentioned, you start with all 0-level spells. For your 1st level spells, you might try: Cause Fear, Enlarge Person, Unseen Servant, and Beguiling Gift. The last two really depend on your creativity, but can yield surprisingly good results. Also - I don't think Witches get Command? I thought it was a Cleric only spell.

I also agree that Shadow is a very good patron to take - gives lots of flexibility.

Edit: Take a look at Treantmonk's Wizard guide. It doesn't totally correlate with Witches, since we get some different spells... But, still some good analysis.


On a mobile devise, so my response will be brief - if you're having trouble getting Evil Eye to stick, remember that it lasts for one round even if the target succeeds on their save. You might consider Cackle as a hex - it will let you extend your Evil Eye without allowing for a save.