Please help me build my first Witch


Advice

Sovereign Court

Its my first time looking at the witch class, and it looks a lot like unfamilliar territory to me.

I wanted to make this stereotipical bewildering and deceiving witch character focused on controling monsters.

Could please you suggest some combinations regarding this type of play


I have a handbook if you'd like.

You basically want Slumber and possibly misfortune and cackle (and also evil eye, though I find it a bit underwhelming). Accursed Hex feat lets you retry if they make the save. The Split Hex feats double your output once they become available. Anything to boost DCs (mostly a high Int, but also Ability Focus on Slumber, elf's dreamspeaker variant, dwarf's honeyed words trait, and so forth can help) is crucial.

For Major hexes, Ice Tomb is utterly incredible though very poorly defined with lots of room for interpration. Unless your DM uses the lack of definition to nerf it as much as possible, it's still guaranteed to be one of the best hexes for you, though. Retribution is also nice since it nearly auto-defeats a melee monster, though by level 10+ they aren't the biggest danger for the party.

The spell list is heavy on will save spells that do nothing if they make it. You can heavily benefit from bouncing and/or persistent spell for them, and spell focus (enchantment) if you somehow have the feats for it. Until level 9-10 (Baleful Polymorph spell and Ice Tomb hex), you will be very limited on fort save effects. Best probably being blindness/deafness. You will always be severely lacking in good reflex save effects, and as usual w/ reflex spells, none are very devastating, save or lose types. So one useful combo is what I have deemed "Triple Threat" - you take the Elements patron to get a bunch more reflex save spells, and take Dazing Spell feat. With that, you turn any reflex save into a "reflex or lose" (dazed). Combine w/ Persistent (perhaps a metamagic rod) if possible. A Dazing Flaming Sphere buffed with a lesser rod of persistent spell means every round as a move action, you can move the sphere onto someone, and they have to make 2 reflex saves or be dazed for 2 rounds. You could also utilize the meta feat or rod that changes energy type if needed (since it needs to do damage to work and fire is a very common resistance/immunity).

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