Quicken Spells for Witches or...


Advice


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My witch just hit 9th level, so you what that means... feat time!

I plan on getting Split Hex, but that has a 10th level prerequisite (don't get me started about feats having prereq's of 10th level when you don't get feats at 10). Our DM allows us to retrain one thing a level, so for now, I think I am going to have fun with Quicken Spell and Ill Omen (http://www.d20pfsrd.com/magic/all-spells/i/ill-omen). This will help with near guarantees of Misfortune/Evile Eye/Slumber hexes and almost any other SoL spells.

I will play with this combo for at least one level, but in the meantime, are there any other first level spells to consider to apply toward Quicken Spell? Maybe Ray of Enfeeblement, but none of the others jump out right now. Did I miss one?

I am also open to a different feat right as well. Maybe Ability Focus on Misforune or Slumber. DM does allow this Monster feat. My with has a 23 INT right now so saves are already high. Any other feats come to mind? Already have Improved Inititiative and Improved Familiar, but anything else?


I can't speak for your group but.. I am 13th level with Split hex and I've gotten the opportunity to use it exactly
one
time.

Ability focus is much, much more useful as after 10th critter will saves tend to climb astronomically. I had a 26 at 12th level and its around 50/50 whether or not they save. (granted, just using math based on observation Not on Bestiary numbers or whatever).

I'd def go ability focus Misfortune. (since it works on anything and EE is mind effecting).

EE- the save is largely meaningless since they get tagged anyway. Standard: EE. Move: Cackle. = doesn't matter if they pass or not, they are getting Misfortuned the next round anyway.

But thats just my personal experience on the matter.

-S


Great Fortitude.
Extra Hex(name may be wrong) It gives you an additional hex
There is a feat in ultimage magic that allows you to give any 1 point eidolon evolution to your familiar.
I would choose the "skilled" evolution and give a boost to the familiar's UMD check.


mcgeedis wrote:


I will play with this combo for at least one level, but in the meantime, are there any other first level spells to consider to apply toward Quicken Spell? Maybe Ray of Enfeeblement, but none of the others jump out right now. Did I miss one?

quickend spell ill omen is pretty strong imo.

so your opponent has to roll twice.


Ability Focus (Slumber) is always good.
Accursed Hex for re-tries is great.
Flyby Attack if you don't cackle that much to get in and out of range to deliver your spell/hex (you DID take Flight hex, right?).
Dazing Spell metamagic feat, if you have some good area Reflex save spells to link to it. Without researching outside spells, best possible option is probably Flaming Sphere if you have Elements patron. One enemy/round has ot reflex save or be dazed for 2 rounds.
Persistent Spell or Bouncing Spell to get a 2nd chance on a spell that does nothing if they make the save.

All of those are good options, I think Quicken is still a little too costly at level 9 to see much use. Definitely get Split Hex at 11, though. And try to get an Orange iuon stone before level 17 so you can get Split Major Hex there and not wait till 19, should your game get that far.

Silver Crusade

At this point I would advise against it, you really don't have that many 5th level spell slots.
Giving your familiar a wand of ill omen seems to be the smarter choice.

Maybe post the rest of your build and your party.


Sebastian Hirsch wrote:
Maybe post the rest of your build and your party.

Good idea.

The party are 9th level half-orcs who have the Scar hex on them.
Bard 9 - Buffer and misc melee build
Inquisitor 9 - Turtle tank who takes the attacks
Sorcerer 9 - Glass cannon type
Fighter 8/Barbarian 1 werewolf lycanthrope - Front line damage dealer. Just became a werewolf. He still has control over his will and doesn't flip out at a full moon.

My witch (abbreviated stat block):
CN Medium Humanoid (Orc)
Init +7; Senses Darkvision (60 feet); Perception +10
hp 50
Fort +6, Ref +8, Will +9
Str 8, Dex 16, Con 12, Int 23, Wis 10, Cha 10
Hexes at DC 20: Evil Eye), Misfortune, Slumber, Flight, Scar, Cackle, Fortune
Feats: Extra Hex, Extra Hex, Improved Familiar, Improved Initiative
Traits: Courageous, History of Heresy
Familiar: Silvanshee, Agathion

Silver Crusade

Seems to me that some more healing would be an option. Since I am a huge fan of Spell Perfection, I would suggest you to consider it.

Quicken Spell isn`t needed right now, but extend spell could be fun. Dazing spell would be another debuff option.


Sebastian Hirsch wrote:
Seems to me that some more healing would be an option. Since I am a huge fan of Spell Perfection, I would suggest you to consider it.

Thanks for the feedback Sebastian.

She has Cure Mods and Lights, and we typically blow through a wand of Cure Light every other level or so. And the Silvanshee has Lay on Hands 5 times a day. We are pretty good with the heals right now.

My witch primarily focuses on Hexes, so I don't know if Spell Perfection is the right feat.

I am really liking the idea of taking Ability Focus: Misfortune. That seems to be the best bet. Although, I think Quicken Spell with Ill Omen, followed up with a Misfortune could be sweet. Second round would then have a SoL like Blindness/Deafness or Bestow Curse, all while the fighters are pounding away rolling 2 times for a d20 on round 3.

Any other opinions?

Silver Crusade

Spell Perfection would allow you to quicken a spell pretty much every round without draining your resources quite as much. Since your you will spend most fights flying, cackling, and hexing people your swift action is the only action you have left.

Since you don't want to cast buffs in combat (and why would you once you have ice tomb ^^) extens spell is your friend ^^. At low levelw metamagic rods are extremly awesome.

Craft wondrous items would be worthwile for your group and you can never have enough pearls of power ^^


Sebastian Hirsch wrote:

Spell Perfection would allow you to quicken a spell pretty much every round without draining your resources quite as much. Since your you will spend most fights flying, cackling, and hexing people your swift action is the only action you have left.

Since you don't want to cast buffs in combat (and why would you once you have ice tomb ^^) extens spell is your friend ^^. At low levelw metamagic rods are extremly awesome.

Craft wondrous items would be worthwile for your group and you can never have enough pearls of power ^^

Spell Perfections prerequisite is 15 ranks in Spellcraft. So, the Witch would need to be 15th level to take the feat. Plus, it also requires 3 metamagic feats too. Nice feat for a Wizard IMO, but not a Witch.


Witches suffer a bit from action economy. Specifically, by hexes, they slowly reduce a single enemy to a pile of ineffective gibbering mush. As a fan of making characters that are useful in all circumstances, I tailor my feat selection and spell list to cover all other eventualities.

So. I like persistent spell, because I can throw it on AOEs like Stinking Cloud. Persistent Stinking Cloud or persistent web are pretty great actions. Because a re-roll is vaguely equivalent to a -4 penalty (-5?), they're actually hitting like level 7 or 6 spells, when they only cost you a 5 or a 4 slot.

So long as I have the pre-req, taking Quicken at 9 is also sort of a no-brainer. As you said, quickened ill omen is pretty great. Later on, quickened just-about-anything becomes pretty great. The real reason to take it at 9 is that your 11 and 13 feats are going to be spoken for, with split hex, ability focus (ice tomb), and maybe an extra hex.

So, to conclude, yes. Take Quicken, because, as a witch, you don't really have to worry about blowing your spell slots - you will always have plenty, thanks to the wonder of hexes.

-Cross


Crosswind wrote:

Witches suffer a bit from action economy. Specifically, by hexes, they slowly reduce a single enemy to a pile of ineffective gibbering mush. As a fan of making characters that are useful in all circumstances, I tailor my feat selection and spell list to cover all other eventualities.

So. I like persistent spell, because I can throw it on AOEs like Stinking Cloud. Persistent Stinking Cloud or persistent web are pretty great actions. Because a re-roll is vaguely equivalent to a -4 penalty (-5?), they're actually hitting like level 7 or 6 spells, when they only cost you a 5 or a 4 slot.

So long as I have the pre-req, taking Quicken at 9 is also sort of a no-brainer. As you said, quickened ill omen is pretty great. Later on, quickened just-about-anything becomes prettyp great. The real reason to take it at 9 is that your 11 and 13 feats are going to be spoken for, with split hex, ability focus (ice tomb), and maybe an extra hex.

So, to conclude, yes. Take Quicken, because, as a witch, you don't really have to worry about blowing your spell slots - you will always have plenty, thanks to the wonder of hexes.

-Cross

I think I am taking this advice and taking Quicken Spell. Plus, I have the cash to get a lesser wand of Persistent Spell right now. So, this should be a fun couple of weeks!

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