Three witches


Jade Regent


One player I have has come up with the idea of forming a party out of the witch he's been designing, as well as the witches two other players we know have also been designing. They would be a coven.

I don't really object to the idea of a coven party, but I think it would likely work far better in a homebrew adventure. He seems rather set on Jade Regent for it but...

Well, would I be correct in assuming a small party (only 3 instead of 4) composed entirely of witches (A gravewalker, a sea witch, and one without an archetype) would have a ton of trouble with an AP?

It really doesn't sound like it's going to work. I'm trying to convince him to use the dwarven ranger he's also working on instead, and save the witches for another adventure.


Gluttony wrote:


Well, would I be correct in assuming a small party (only 3 instead of 4) composed entirely of witches (A gravewalker, a sea witch, and one without an archetype) would have a ton of trouble with an AP?

Yes.

But you could change something and stay in line with 3 witches:

1 normal witch.
1 magus hex archetype (somehow a pseudo witch)
1 eldritch knight/witch 3/ fighter 1 (with the slight rule interpretation, that diverse training opens up bonus spells of familiar and counts towards level requirements of major and grand hex)

The magus would have hopefully enough hex flair and can select the coven hex. The eldritch knight witch will be different due to different spells, armor limitation of spell casting, but eldritch knight witch is free to hex in armor.

This party might work and can still count as witch coven.


And you might consider changing the level 10 ability of eldritch into "he can use a hex as a swift action"


As eldritch knight is not that good class, maybe lowering requirements from able to cast 3rd level arcane spell to
able to cast 2nd level arcane spell, BAB+3 might lessen that players burden. (Then he can with witch 4/fighter 1 start to go for prestige)


Pathfinder Adventure Path Subscriber

It won't be easy, you will have to expand the roles of the combaty NPCs quite a bit.

It might help if you encouraged the un-archetyped player to go with a summoning focus.


Being able to actually play a coven is a pretty neat idea - not many groups of players want to try something with the same class. There might be a way to do it and reward that kind of solidarity....

If you're not averse to the rules variant, you could always let the three players make gestalt characters (since a party of three should roughly equal a standard 4-character party). Then just have each one take on the other needed roles (so you have something like a witch/fighter, a witch/cleric and a witch/rogue). They can all be witches, but they all are still uniquely-flavored characters in their own right, and can cover all the iconic bases.

As always, just my humble 2cp... :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1359 DR"

The Exchange

The Dalesman wrote:

Being able to actually play a coven is a pretty neat idea - not many groups of players want to try something with the same class. There might be a way to do it and reward that kind of solidarity....

If you're not averse to the rules variant, you could always let the three players make gestalt characters (since a party of three should roughly equal a standard 4-character party). Then just have each one take on the other needed roles (so you have something like a witch/fighter, a witch/cleric and a witch/rogue). They can all be witches, but they all are still uniquely-flavored characters in their own right, and can cover all the iconic bases.

As always, just my humble 2cp... :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1359 DR"

I second gestalt. It won't increase their actual power too much, but it also gives a bunch of versatility. Also Gestalt Rules


And if they don't want to Gestalt into other Core/Base classes to avoid having to keep track of more class feature, there is always the NPC classes.


I guess it could work, as long as their really careful to work together in what each witch can do. One focus on healing, one of damaging and so forth.

If they fight anything with magic resistance they'd be in a lot of trouble, I'd think.

My big question would be for the story, I guess a coven could care about the plight of Ameiko and the Jade Regent, it just feels weird to me. Maybe they could be Varisian Caravan witches?

Overall, I feel when players get cute, the ideas only last one or two sessions before they get bored with it. That would be my concern. Do you see this witches coven going to 16th level?


Edgar Lamoureux wrote:
The Dalesman wrote:

Being able to actually play a coven is a pretty neat idea - not many groups of players want to try something with the same class. There might be a way to do it and reward that kind of solidarity....

If you're not averse to the rules variant, you could always let the three players make gestalt characters (since a party of three should roughly equal a standard 4-character party). Then just have each one take on the other needed roles (so you have something like a witch/fighter, a witch/cleric and a witch/rogue). They can all be witches, but they all are still uniquely-flavored characters in their own right, and can cover all the iconic bases.

As always, just my humble 2cp... :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1359 DR"

I second gestalt. It won't increase their actual power too much, but it also gives a bunch of versatility. Also Gestalt Rules

.

.
Gestalt Witch/Ninja and Witch/Samurai might also fit ... W/S would depend on the alignment.

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