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A few tricks the witch has:

- Spite (witch only) can be used along with Vampiric Touch. You get hit, it hits them (it uses their hit). If your damage output is comparitive you might even end up with more health than before you were hit. Does cost 250gps but if you aren't making that much per day there is a problem.

- False Life, once again can up your HPs

- Threefold Aspect - Crone is great for the Int bonus, but you can change as a standard action to Young Adult and get a Con bonus (at the low cost of lowering your Will save by 1) which buys you time to get healed/heal yourself.

- Flight - keeps you away from danger sometimes (in fact last time I was playing my witch she was the only one who got to move before the enemy and she flew upwards and was saved from being hit by the wraiths coming up through the floor. Gets it earlier than Air Wizards and Air Elemental Sorcerers.

- Also undead are immune to Mind Effecting, but really when you can use Cure Moderate Wounds on every single skeleton once without using up a single spell slot (or as I am now, Cure Serious Wounds, then Cure Moderate if they are still up next turn) why does it matter that you can't use Evil Eye?

- Retribution against a high SR constructs is much better than what the wizard was doing (Acid Splash).

I have also found that 'battle field control' spells like clouds, fogs and sometimes even web and pits can make you unpopular with the party, no one has ever complained about me putting Ward on them.

This witch actually started as the cohort of a Inquisitor who outshone her mistress so much she became the PC and the Inquisitor retired.