[Spoiler] Need some advice for a Witch in Second Darkness


Advice


After years of talking my gaming buddies into Pathfinder. My group is used to a german RPG called "Das Scharze Auge", so most of them other than me and the DM are not really familiar with the system.

We already had two RP heavy gaming sessions and managed to advanace to level 3 already - so far so good. After borrowing some of my Pathinder books, the DM decided to port the campagin to Golaron and run the Second Darkness Campaign (the ONE AP I didn´t manage to spoiler myself^^).

So we just startet the first adventure DM threw in a short encouter and introduced us to Riddelport an the Golden Golblin. He mentioned, that the adventure will start in the Goblin....

Well, at this point I wonder what I can do with my character, especially considering the group:

CN Human Barbarian: uses a greatsword, Rage Power: intimidating glare ( he loves it ^^), Feats Weapon Focus: greatsword, Dodge and Power Attack. STR 19 Con 16 Dex 16

N Human Evoker:Feats: Combat Casting, Spell Focus: Evocation, Scribe Scroll, Spell Penetration. Beginns each Battle by casting Mage Armor and Shield on himself. INT 20 CON 14 DEX 14

LN Human Monk: STR 20 DEX 14 WIS 14 Feats Weapon Focus: Unarmed Strike, Dodge, Stunning Fist, Toughness.

and me: CN Human Witch: STR 11 DEX 16 CON 14 INT 20 WIS 14 CHA 12, Patron: Wisdom, Feats: Toughness, Spell Focus: Enchantment, Extra Hex.
Hexes: Evil Eye, Slumber and Healing.

In the end it falls to me to keep the group allive, especially considering some houserules:

Raise Dead, Ressurection and similar spells get bumped to 9th level, I may succed to get something like Breath of Live from my DM to counter this his aversion, but keeping my group alive counts.

No favored class benefits, but each class that gets 2+Int Skill points is bumped up to 4. Hit die are changed: 1d6 becomes 1d4+2, 1d12 becomes 1d4+8 ...., Spellcastes don´t need to bother with material components so Eschew Materials for everyone.

At this point I am worried about my spell list (no restoration) and my survivability (my group hasn´t grasped the concept of keeping me save yet).

In other words I would be gratefull for advice.


Banpai wrote:

In other words I would be gratefull for advice.

Beware the moon... and stick to the paths...Oops!

Seriously though, you can only use the healing hex once per dude per day! You'll be investing party funds into Wands of Cure X and Vigor, lesser if your DM allows it [SpC].

[Edit] Not to mention Potions of Restoration, lesser.

You need a Party fund, make sure the others cough up!


I think you don't need to go out of your way here. Maybe have a wand of cure light handy; but otherwise there is usually a couple of days' worth of rest that you can just prepare all-cure-spells-in-all-slots and power up the party again, then revert to a more normal spell selection with 3 or 4 cure spells for in-combat use.


stuart haffenden wrote:
Banpai wrote:

In other words I would be gratefull for advice.

Beware the moon... and stick to the paths...Oops!

Seriously though, you can only use the healing hex once per dude per day! You'll be investing party funds into Wands of Cure X and Vigor, lesser if your DM allows it [SpC].

[Edit] Not to mention Potions of Restoration, lesser.

You need a Party fund, make sure the others cough up!

thx for the advice, I´ll try to get some healing in the form of magic items. I say try, the DM isn´t really a big fan of magic items like wands of clw - now to be fair I can probably get away with using pearls of power and similar items.

He just feels, that using up something like wands like that cheapens magic - i can live with it he is a pretty good DM^^


LoreKeeper wrote:

I think you don't need to go out of your way here. Maybe have a wand of cure light handy; but otherwise there is usually a couple of days' worth of rest that you can just prepare all-cure-spells-in-all-slots and power up the party again, then revert to a more normal spell selection with 3 or 4 cure spells for in-combat use.

thx for your reply.

I actually try to lower the incomming damage with shield of faith on the Barbarian and giving the monk mage armor (at least I would but he and the wizard have a kind of competition going on).

However this tactic likely won´t work in the higher levels.


Wow, no wands or channel!!

You guys are so going to die as soon as you hit a tricky encounter. Adventures assume access to Cure's and Wands and Channel and then, as soon as physically possible, Heal to prevent death, but it still happens even with all that stuff!

Your DM must either be "The Killer" or "The Fudgemeister" !

[Edit]

When [notice that wasn't an "if"] someone dies, don't take the blame. The Witch is not a replacement for a Cleric. Make sure you get to do your Witchy stuff and don't get sucked into playing nursemaid for the other characters, whom I assume won't be taking any responsibility for healing themselves via expensive potions!

Better to hire a Cleric me thinks.


Banpai wrote:


and me: CN Human Witch: STR 11 DEX 16 CON 14 INT 20 WIS 14 CHA 12, Patron: Wisdom, Feats: Toughness, Spell Focus: Enchantment, Extra Hex.
Hexes: Evil Eye, Slumber and Healing.

In the end it falls to me to keep the group allive, especially considering some houserules:

You could look at using Spectral Hand and all the touch attacks that you get on your spell list. You would want a higher Str score. It's a decent, imo, plan B for when you come up against Undead or other Enchantment immune critters. I would swap your Wis and Str for this.

I don't think you need 14 Con AND Toughness, assuming the rest of the party does realize that if you go down, they'll all probably go down.

I think you need Cackle asap to keep the Evil Eye debuff going for as long as possible.

As I said before, unless your DM is super nice, don't get too attached to your character ;)


stuart haffenden wrote:

Wow, no wands or channel!!

You guys are so going to die as soon as you hit a tricky encounter. Adventures assume access to Cure's and Wands and Channel and then, as soon as physically possible, Heal to prevent death, but it still happens even with all that stuff!

Your DM must either be "The Killer" or "The Fudgemeister" !

[Edit]

When [notice that wasn't an "if"] someone dies, don't take the blame. The Witch is not a replacement for a Cleric. Make sure you get to do your Witchy stuff and don't get sucked into playing nursemaid for the other characters, whom I assume won't be taking any responsibility for healing themselves via expensive potions!

Better to hire a Cleric me thinks.

Well we already received two healin potions in the first adventure, so am still having hope that we will get the treasure from the adventure as written.

And since I am so wonderfully witchy I can currently afford to fill most of my spell slots with protection and healing spells.

For what its worth, I really like the Party Fund idea, it worked very well in a recent Campaign that was quite similar to Kingmaker. Fortunately my character already made some progress at the temple of Calistria, having them on my side might be very usefull (and a bit painfull ^^).

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