Wizard witch multiclass


Advice

Liberty's Edge

I currently have a female Andoran wizard lvl 1 Arcane:Conjuror with bonded item that worships Pharasma. Her background indicates she learned her magic skills from a mid wife hermit (witch). I am thinking of multi classing into a Wizard / Witch. which should grant me additional spells from the witch spell list plus another opportunity to acquire a familiar. Does this sound feasable and would the benefits if any unbalance gameplay? She is my first Society character so I have at least two more games to play beore making that choice. Any help or info wouldbe appreciated. I have looke over the witch messageboards and find a great deal of useful info. Just wanted the community input as to the viability of such a dual class.


Useful but not optimal would be my answer.


If PFS games are as hard as I heard they are I would not do it unless I thought myself a very skilled player. It is actually better to stay with one casting class.

PS:The familiar abilities would stack. You would not get 2 of them. If I misunderstood I apologize in advance.

Liberty's Edge

wraithstrike wrote:

If PFS games are as hard as I heard they are I would not do it unless I thought myself a very skilled player. It is actually better to stay with one casting class.

PS:The familiar abilities would stack. You would not get 2 of them. If I misunderstood I apologize in advance.

I am not looking for an optimal build merely something befitting her background that would not imbalance the game. As a wizard she took bonded object instead of familiar and now I find that crafting skills cant be used to make magic items in sanctioned games, by taking witch I can regain the familiar and not have to use or carry around a spellbook. Plus I could get the additional bonuses from the familiar which I could use to beef up some of my abilities that are lacking. (15 points is pretty hard to spread around favorably). I also plan to look over some of the Wizard buildssince I specalize as a conjuror it also seems to fit well with the whole witch stereotype.

Liberty's Edge

Abraham spalding wrote:
Useful but not optimal would be my answer.

I am primarily a role player who believes in heavy characterization, unfortunately there is not much room in sanctioned games but I still want to build her as a character with a distinct personality. I am thinking along the lines of a gypsy or fortune teller type. Originally I was going to go bard/witch but my high stat is INT so if I go Wiz/witch I am good othere wise I am going CHA/INT and my stats wont allow me two exceptional ability scores.


ancientdm wrote:
wraithstrike wrote:

If PFS games are as hard as I heard they are I would not do it unless I thought myself a very skilled player. It is actually better to stay with one casting class.

PS:The familiar abilities would stack. You would not get 2 of them. If I misunderstood I apologize in advance.

I am not looking for an optimal build merely something befitting her background that would not imbalance the game. As a wizard she took bonded object instead of familiar and now I find that crafting skills cant be used to make magic items in sanctioned games, by taking witch I can regain the familiar and not have to use or carry around a spellbook. Plus I could get the additional bonuses from the familiar which I could use to beef up some of my abilities that are lacking. (15 points is pretty hard to spread around favorably). I also plan to look over some of the Wizard buildssince I specalize as a conjuror it also seems to fit well with the whole witch stereotype.

As I understand it, bonded items are the exception to "no crafting" in PFS. You can craft anything you want into your bonded item, even though taking the feats to do it to other items is illegal. I don't know how the cost associated with that works, though. You'd also still have to carry your spellbook around to prepare the wizard spells you did know, or else you have an effectively dead level. You might be better off just creating a new witch for the next game and starting over.

Liberty's Edge

Bobson wrote:
As I understand it, bonded items are the exception to "no crafting" in PFS. You can craft anything you want into your bonded item, even though taking the feats to do it to other items is illegal. I don't know how the cost associated with that works, though. You'd also still have to carry your spellbook around to prepare the wizard spells you did know, or else you have an effectively dead level. You might be better off just creating a new witch for the next game and starting over.

That is interesting I had thought I would be able to teach my wizard spells to my familiar, but thats alright if I can't. If I can augment my bonded object thats great, after reading the society rules for sanctioned events it didn't seem like I woul be able to do that. Thanks for that info.


ancientdm wrote:
Abraham spalding wrote:
Useful but not optimal would be my answer.
I am primarily a role player who believes in heavy characterization, unfortunately there is not much room in sanctioned games but I still want to build her as a character with a distinct personality. I am thinking along the lines of a gypsy or fortune teller type. Originally I was going to go bard/witch but my high stat is INT so if I go Wiz/witch I am good othere wise I am going CHA/INT and my stats wont allow me two exceptional ability scores.

I am sorry -- I didn't explain my position clearly -- by useful I mean if you take a single level in witch you would gain useful abilities without giving up too much else. As such while you do lose some optimal power it isn't enough compared to what you gain to make it a horrible trade.

Since you are level 1 you could go with a single dip in either class and just sticking with the other one equally well.

Liberty's Edge

Abraham spalding wrote:
ancientdm wrote:
Abraham spalding wrote:
Useful but not optimal would be my answer.
I am primarily a role player who believes in heavy characterization, unfortunately there is not much room in sanctioned games but I still want to build her as a character with a distinct personality. I am thinking along the lines of a gypsy or fortune teller type. Originally I was going to go bard/witch but my high stat is INT so if I go Wiz/witch I am good othere wise I am going CHA/INT and my stats wont allow me two exceptional ability scores.

I am sorry -- I didn't explain my position clearly -- by useful I mean if you take a single level in witch you would gain useful abilities without giving up too much else. As such while you do lose some optimal power it isn't enough compared to what you gain to make it a horrible trade.

Since you are level 1 you could go with a single dip in either class and just sticking with the other one equally well.

Actually I was looking at the additional spell slots from her spell list, plus hexes, plus patron spells, that makes a nice boost in spells for basically a 2nd level character.


ancientdm wrote:


Actually I was looking at the additional spell slots from her spell list, plus hexes, plus patron spells, that makes a nice boost in spells for basically a 2nd level character.

Yes and that is what makes it a decent choice. However you give up major power in your primary class on the next level.

But due to your increased versatility you aren't in a horrible position (depending on which hex you take it could be a nice position still).

At higher levels that single dip is going to hurt a bit more since you delay spell progression for lower level slots in a different class that matters less as time goes by, also you slow down your BAB progression which hurts your CMD making you a bit more vulnerable -- but not terribly so.

But you still have the ability to use items for the secondary class, you still have a nice familiar, plus the arcane item, and hex and a +2 to your will saves which is nice to.

So is it a "great" trade? No.

But it is an acceptable and useful one in my opinion and I wouldn't fault anyone for doing it.


ancientdm wrote:
Does this sound feasable and would the benefits if any unbalance gameplay?

A Wizard's one-level dip into Witch is most useful if you have a Druid in the party.

(a) Since the DC for hexes will go obsolete at later levels, you will benefit from Fortune, Healing, and Ward hexes.

(b) The Fortune and Healing hexes only work once daily for each recipient.

(c) Therefore, you want lots of allies. A Druid in the party who summons a lot does this beautifully. (You can also summon monsters, but you'll be one level behind in your Wizard spell level which really hurts with the CR of summoned monsters.)

If you don't have someone else in the party who summons, I can't see how the one-level dip would be worth it. For pure role-play flavor, you can always do something flavorful in game without actually multi-classing.


I say go Wizard/Witch/Sorcerer(Arcane Bloodline) and get THREE familiars. :D


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I agree with Abraham - it's not a terrible choice at all. And there is *definitely* room in Society play for great interesting characters and roleplay, optimal stat choices or not. Whichever you choose to progress in, you got a decent boost out of the other (just don't split them evenly!) As Wizards and Witches both use Int, you're not even spreading your ability scores out.

However:

ancientdm wrote:
(15 points is pretty hard to spread around favorably).

If you meant ability score point buy points, society uses 20 point-buy, so you should double check what you used.

Liberty's Edge

Majuba wrote:

I agree with Abraham - it's not a terrible choice at all. And there is *definitely* room in Society play for great interesting characters and roleplay, optimal stat choices or not. Whichever you choose to progress in, you got a decent boost out of the other (just don't split them evenly!) As Wizards and Witches both use Int, you're not even spreading your ability scores out.

However:

ancientdm wrote:
(15 points is pretty hard to spread around favorably).
If you meant ability score point buy points, society uses 20 point-buy, so you should double check what you used.

Now thats interesting information my original character buy in was 15 points starting with all 10s and 70 gp for equipment. Las week was my first sanctioned event and today I downloaded the updated society rules and find out I should have had 150gp to start and now you say 20 points to add. Would have made a huge difference in my character makeup. Do you suppose I should run this past the GM as we have another sanctioned game next week. I also found out I coud make money using my skills between games as well as picking up some listed traits. All of which I would have done had I been aware. All my creating was done off 2nd hand info from guys who have played at conventions, which is what I plan to do next at ANCON.

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