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Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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The Exchange

I am moving to Miami Florida at the end of the month. Looking for fellow gamers in the area.

I am looking to run a campaign in my world "Nalmorah" or join a game as a player.

My Campaign is called "Defenders Deceivers or Deliverers". Nalmorah is a world with deep history, several campaigns have been played in the world in different eras. The history of the world is filled with the names and deeds of player characters.

The Exchange

I wasn't talking about using Spectral Hand for Hexes but rather Spells like Inflict Wounds, Bestow Curse, Chill Touch, etc.

As for using that spell with Hexes as of now I would say it's up to the DM but the Hexes are Super Natural Abilities not Spell Like Abilities. So I would say no, Hexes and Spectral Hand do not work together.

The Witches Familiar CAN deliver Touch Attacks for them. I would guess this would apply for Hexes. Which should be added to the Description of "Deliver Touch Spells" part of the familiar.

The exception is Blight in with the Familiar AND the Witch have to touch the subject as stated in the Blight Hex description.

Most of the Witch's Hexes over all do not require a touch so to say that a Witch is weak because her hexes are rendered useless is not accurate.

As for being creamed by the Foe Melee fighter while trying to Hex him I would assume like any other Spell Caster you'd be working with the Melee Fighter in your Group to make sure your not the only shiny target that he has in mind. If you attack the lone creature with a touch (IE Getting into Melee) and no one else is near you to deflect his aggression or make quick work of it after you Hexed it then if you bite the dust it's due to poor judgement.

Lastly not using a key ability of a class WILL render that class weak. Saying you won't use a Witch's Hex because you think it's too weak and are justing using it like a Wizard, It's like saying you won't use a Bard's Bardic Music because it's not powerful enough and you just use it like a Sorcerer.

The Exchange

Been reading the boards on Witches since I started playing one (Currently 5th lvl Witch) and I have to say I completely disagree with it being under powered.

I have the following hexes: Ward, Healing and Evil Eye.

My spell list is a bit of curing, some offense (Burning Hands and Lighting Bolt) and hindering.

Thus far every combat we have been in I have very useful to the party. Our Front Line Fighter is always Warded, giving him a nice AC/Saving Boost until he is hit. Often first round of Combat I Evil Eye because it at least works for 1 Round if they pass the Save.

Then I Summon Swarm which is at the least a d6 of Damage and possibly poisoning and distracting.

After that Inflicting Wounds, Enfeeblement and I heal those hurt first with a Hex if I haven't used it on them for the Day or with a Wand or Spell.

It seems to me most people are not understanding the point of a Witch. It's a balance of spell casting and hexes. Each round you are either casting a spell or using a hex when the moment is right.

Witches are not Wizards. If your worried about Ranged Touch due to the low HPs the Witches have Spectral Hand on their spell list.

The Exchange

Douglas Popp wrote:
Right. Easy... except what the spells a familiar adds to your spell list? Right? And it happens to take a number of hours equal to the spell level to be able to do it, and then you have to bargain with the familiar you just ditched, and have it talk to it's replacement...

The Spells are really the only thing that is an issue. I'd say as a DM perhaps since the Familiar is more powerful then a typical Witch Familiar and Paizo has no "Rules" on it yet:

1: There are no Bonus Spells with the Improved Familiar.

Or

2: It uses the same bonus spells from the previous Familiar.

As for it being a pain in the butt to switch Familiars; That's the price of playing a Witch. They are very connected to their Familiar. It's to be expected it wouldn't be an easy change over.

The Exchange

I'd like to add my two cents to this. I have just started play testing a witch character. Currently Level 5. When I consider playing this Play Test class another player who was Play Testing a Summoner laughed saying the Witch was weak. I read the class and I have to say it's very balanced with the other classes and a force to be reckoned with if used as it was intended.

First off their spell list is yes limited but very versatile. I can cast lighting bolts and inflict moderate wounds. I mean that is very sweet. They also have spells like Heroism and Fly. It allows you to create the type of witch you want to play. A Good Witch or a Bad Witch or many other varieties.

Hexes can be used intermittently during Combat (And before) to aid your allies and harm your foes.

My character daily buffs are lead Melee with Warding. When combat starts I often start with an evil eye and then start the Bad Witch Inflicting Wounds and and tossing lighting bolt or burning my foes. Healing hex allows me to heal each of my companions once a day as cure light wounds. This comes in very handy when potions are low and I need my spells to do more destruction to the enemy after the fighters get a few HPs replaced.

As for the Improved Familiar Feat it is not directly stated in the rules but is easily considered. If a Witch looses her Familiar then she has her Spells for 24 hrs to teach to a new Familiar if she can get one within that time frame. Same would apply for the Feat. If you replace your familiar with the Improved Familiar Feat (As a Witch's Level stacks with a Wizard's for a Familiar power level) the Witch would have 24 hrs from discarding her old Familiar to teach the Spells to the New Familiar from the Improved Familiar Feat before she looses them. Easy.

Since I've started playing the witch the player who thought they were weak has changed his tune.