| Quatar |
Hi
I'm trying to build a witch that can act as main healer for a group, buffs and support as well as the occational debuff (but thats lower priority than on a normal witch).
Obviously patron will be Healing so I get the restoration stuff eventually.
Familiar doesn't seem to matter too much as theres not really one that helps with that role.
I'm wondering if the Hedge Witch archetype is any good. The first power is ok, allows me to prepare utility spells and if needed I can cast a Cure spontanously. Worth the hex I think
The second one seems pretty bad though. Yes, sure it's thematic for a healer, but really... disease and poison? I get Remove Disease from the patron, and Neutralise Poison is on the spellist too. Totally not worth a hex.
I'm pondering taking the Healing and Cauldron Hex at first level. Cauldron mostly for fluff reasons, since the Brew Potion nerf it's not that awesome anymore. But still might be nice to distribute CLW potions or so. Expensive though.
But I might ignore it and just get Fortune at 1st level instead, Cackle at 2nd (which would be my 2nd and 3rd level hexes instead).
I'm not looking for advice on high level yet, just till around 5ish I'd say.
Would you say that's a decent plan? Anything obvious I missed? Any opinions on the Hedge Witch?
| Valeska |
I haven't used the Hedge Witch archetype, but I use Ward and Cauldron.
Cauldron is good when you're playing with a lot of downtime, and good funds. The idea behind potions is to be able to let the other players decide when they need your buffs. So pass around potions of Enlarge Person and CLW. With the Cauldron Hex, I never prepare CLW, Enlarge Person, or other buffs, I just make a bunch of potions instead.
Fortune + Cackle is strong, and Cackle is good with the more offensive hexes, too, so it's an excellent choice. Healing + Cauldron + lots of CLW potions sounds like a little too much of a good thing. I think Ward is better than Healing in this case.
Don't forget your own mobility! Flight is a great hex.
As for feats, choose Extra Hex. Lots of Extra Hex.
| Quatar |
Extra Hex is how I plan to get my first few hexes, yes. After I got the basic hexes, I'll look into some of the actual feats.
Fly is a good hex, but not so much till level 5 when you get fly. Levitate might be ok to just get into the air and be out of range of melee attacks, but since you can't exaclty move, it's not so awesome. (you could tie a rope to your foot and tie the other end to your fighter :) ) I certainly plan to get this hex at 5.
I've looked at Ward too, but since it only works till the char is hit once, I'm not sure it's really that great, and doesn't give a huge buff either. Probably better to debuff the enemy with evil eye instead (which I plan on getting too eventually, same as Misfortune. Just the other things have priority).
I'm not sure if downtime is really that important, the cheap potions only take 2 hours to make, and you can only make 1 per day even then, which is really not that much.
You can adventure for 8 hours, sleep 8 hours, prepare spells 1 hour, that still leaves 7 hours unaccounted for. Using 2 of those to make a potion is not so bad. Money might be an issue, I don't know.
| Chosen of Desna |
Hi
I'm trying to build a witch that can act as main healer for a group, buffs and support as well as the occational debuff (but thats lower priority than on a normal witch).
Obviously patron will be Healing so I get the restoration stuff eventually.
Familiar doesn't seem to matter too much as theres not really one that helps with that role.
You could grab the Improved Familiar feat at level 7 and select a Silvanshee agathion as your familiar. It can lay on hands like a paladin 2 times per day (and maybe more at higher levels?)
I also considered playing a Hedge Witch in our Kingmaker campaign. The ability to cast cure spells spontaneously without even having these spells on your list of spells known is very nice.
The 2nd power however is not very impressive.
I decided against the Hedge witch because I would lose 2 hexes and there are just too many interesting hexes that I want for my witch (I took the Extra Hex feat 2 or 3 times and still feel that I could have more hexes).
| KrispyXIV |
I'm playing a Hedge Witch enchanter in a Serpents Skull campaign, and so far, between wands of cure light wounds and a wand of lesser restoration, I've yet to see any real benefit other than free healing in the evening.
A lot of this is probably due to this character replacing an earlier one; I probably would have fealt the value of the archetype more clearly earlier on. Of course, since you dont get the spontaneous healing right away...
I'm not sold, honestly.
| Kalyth |
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I'm playing a Hedge Witch enchanter in a Serpents Skull campaign, and so far, between wands of cure light wounds and a wand of lesser restoration, I've yet to see any real benefit other than free healing in the evening.
A lot of this is probably due to this character replacing an earlier one; I probably would have fealt the value of the archetype more clearly earlier on. Of course, since you dont get the spontaneous healing right away...
I'm not sold, honestly.
I play a Hedge Witch in a campaign at 13th level. I do not regret in the least taking Hedge Witch, the spontaneous healing is awesome and not actually having to have the Cure Spells Known is a major plus. This DM runs a tight campaign. We cant just go buy wands of cure light wounds and have never found one, so I am the primary healing for the party.
| Valeska |
I play a Hedge Witch in a campaign at 13th level. I do not regret in the least taking Hedge Witch, the spontaneous healing is awesome and not actually having to have the Cure Spells Known is a major plus. This DM runs a tight campaign. We cant just go buy wands of cure light wounds and have never found one, so I am the primary healing for the party.
That's an important difference. If you can just go out and buy your healing, there's less of a need for a healing focus. If you can't buy your healing, then inherent healing is much more valuable.
So what do you expect from the campaign?