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Cool thanks for the suggestions. We are on break now till this virus crap gets over. Finally decided to be safe than sorry.. It gives me lots of time to study up on witches...


We use Herolab to create characters. The DM had us do a 20 point buy for abilities... I dropped the heck out of my Witch's charisma and wisdom to 9. It sucks for my Will save but I put all the extra points in Int (18) and dex 16.

LOL So far the worst thing the DM has thrown at us is a Necrophidius and a whole bunch of Troglodytes. And a huge spider which the Swash totally freaked out over and was pretty much useless (extreme phobia fear of bugs). I took extra Hex for my Feat so I have "Evil Eye", "Cauldron" and "Fortune". I haven't decided what my next hex will be, looking at "Misfortune" "Cackle" and possibly "Sleep".

At least the SB has pretty fair dex and strength so he and the Rogue do all the climbing and then toss ropes down to the rest of us and haul us up. Out all of us my Witch has the best dex at 16 (just no strength). The Sorcerer with 8 strength had a big minus on climb...


Right now we just made 3rd level. I guess I should have mentioned our rogue has 13 strength which makes her the strongest in the party. The sorcerer has 8 strength and my character (witch) has 10. Swashbuckler has 11. Bard has 10. The Rogue does the most damage with her rapier when in combat due to the wee bit higher strength. The Swashbuckler is the next best fighter but both rogue and SB are limited as far as armor goes; so far we haven't been able to get much GP to buy anything but light armor. IF it wasn't for my Witch and her Lightning Sand cantrip the party would be totally screwed. The bard helps some with her songs but only +1.

I am just used to playing in parties where there is always a combat machine. In our last game I played a War Priest who between spells and buffs was a killing machine in full plate. Even at lower levels with lighter armor he was still a good fighter.


Senko wrote:
I've seena few posts lately that made me wonder this. How vital do you consider each of the 4 traditional roles (fighter, mage, priest or rogue)? Could you make a viable party for an uknown campaign where you dropped one or more of these roles e.g. no full or partial arcane caster or no full attack martial class (fighter, barbarian, etc). Would you need at least a hybrid of the lost role e.g. magus?...

Usually the 5 of us get to talk to each other and make sure all the various roles are filled or at least somewhat filled. This time the DM talked to each of us separately and took the character we chose not knowing what the others took.

The Dm gave us some rules for his next game, no elves or dwarves but we could pick one of the Elemental races for a half breed PC. He let us run with what each of us wanted to play no matter what. So we ended up with a Swashbuckler Human (with a phobia of insects), a Sylph Witch (my character who is also the healer of the party), an Undine Unchained Rogue, an Ifrit Sorcerer, and a Archanist/Bard. Our rogue has the highest strength and is the tank in the party...The Swashbuckler is next best but not really a super fighter. My witch has saved the party's butts quite a few times with one of her cantrips, "Lightning Sand". It works great on the lower level mob and allows the Rogue and the Swashbuckler to handle only a couple at a time.

Right now we are all 3rd level. If we can ever get enough gold together my witch can start brewing potions, hopefully healing potions.

This is the first time I have played where we didn't have a killer fighter in the party... It is interesting and we have to watch what we do. And if we have to fight bugs the Swashbuckler runs away LOL...


Just wanted to post about our current game. The Dm gave us some rules for his next game, no elves or dwarves but we could pick one of the Elemental races for a half breed PC. He let us run with what each of us wanted to play no matter what. So we ended up with a Swashbuckler Human (with a phobia of insects), a Sylph Witch (my character who is also the healer of the party), an Undine Unchained Rogue, an Ifrit Sorcerer, and a Archanist/Bard. Our rogue has the highest strength and is the tank in the party...The Swashbuckler is next best but not really a super fighter. My witch has saved the party's butts quite a few times with one of her cantrips, "Lightning Sand". It works great on the lower level mob and allows the Rogue and the Swashbuckler to handle only a couple at a time.

Right now we are all 3rd level. If we can ever get enough gold together my witch can start brewing potions, hopefully healing potions.

This is the first time I have played where we didn't have a killer fighter in the party... It is interesting and we have to watch what we do. And if we have to fight bugs the Swashbuckler runs away LOL...


I am running a Sylph Witch in our pathfinder game. I am confused about Hexes. How many can I cast at first level? I have looked through everything I can find on the Witch online and don't see where it says "at level one the witch can cast x number of hexes per level..."

I have been running her as being able to only cast one Hex (at level 1; "Evil Eye"). Unfortunately this makes her weak as a regular mage (except for the additional Hex), shoot her two spells (18 INT) and one Hex and run... Of her two spells "Mage Armor" is mandatory in order to stay alive which only leaves one other offensive spell.

Her list of spells is severely limited. "Sleep" and "Web Bolt" are the only two real offensive spells/ Both of which are pretty limited.

Any suggestions on helping me play a better witch would be helpful. I know at higher levels she will be a lot better, I just need to keep her alive till then.


Thanks for the suggestions.


This may have already asked but cannot find it. My wife and I have been watching the Netflix show "Witcher". My wife wants to run a PC Witcher in a Pathfinder game. So any suggestions on how this might be done? We belong to a gaming group that has been playing together since the very early 2000's.

I have been thinking possibly some sort of Slayer character as a starting idea.

Any suggestions would be appreciated.


Pathfinder 1st Edition:
Very recently (two weeks ago) we were fighting a big battle and my Dwarf War Priest got killed. Anyway due to events a dragon god resurrected my character and one of the "side effects" was turning him into a Half Dragon. (Gotta love a dragon with a sense of humor).

Anyway in going through the Half Dragon info, my Dwarf has a breath weapon. We are trying to figure out how strong the breath weapon is. Our St/DM/Guy running the game says it is only 1 d6. I would like to hear if this is right.

My Dwarf is a 12th level, War Priest, Con: 18 and xenophobic, (Or as he says, "I don't have to like ya to fight along side of ya." In other words the typical grumpy Dwarf.)

What is the racial hit die?

Anyway need to know what you all think about the breath weapon.


Our gaming group still plays first edition. Unlike those who rush to grab the latest game system, electronics, etc. we are slow to change. We have been together since the early 2000's with only a few changes in personnel. Our present game is a home brew world of our DM/St/Guy who loves almost all forms of D&D and Pathfinder up to 3.5 and 1st edition Pathfinder. We have an elf unchained Rogue, a Hunter who switches between sludge or whatever and elf, an Asimar Magus, and my character who is a Dwarf Battlemage and just turned into a Half-Dragon (It sucks when you die and the only deity around is a dragon God). Although becoming half Dragon makes my character a kick butt fighter.

Maybe somewhere down the road, we might switch to 2nd edition but now we are waiting till all the bugs get removed. Mostly we hate buying books and then have to buy all new books.


OK Thanks for the info


I am running a Dwarven War Priest. I would like for him to be able to use a weapon that has a war axe on one side and a hammer on the other side, The Urgosh is close but the two weapons are on opposite ends of the weapon. I want BOTH blade and hammer to be on the top of the weapon so that all he has to do is turn the weapon in his hand to the blade side or the hammer side. I am using Hero Lab to create the character and cannot find anything that would fit. Our DM said it would probably be along the lines of take half the GP for a double blade battle axe and half the GP for the battle hammer and use that amount to spend on the weapon. As for damage it would do a d8 damage no matter which side my dwarf used.
Any suggestions on how to deal with this?