Witch optimization advice


Advice

Liberty's Edge

I am making a witch and want to get the most out of my build. I am starting at first level and probably playing in society. Here is what I definitely want:
1.elf
2. Raven familiar
3. Occult (maybe Plague) Patron-- want command undead. Occult gives me more offensive spells I believe.
4. major hex--ice tomb (know it is not til 10th level)
5. Fear spell upon reaching 7th level. This is what I want to be my main thing, fear spells and the like.

I would appreciate an input on skills, feats, spells,hexes, anything that may help in this build. I definately want to stay with the five things above.


If you haven't read it already : The Viking Irishman's Witch Guide

Liberty's Edge

I have read through it some. I was wondering if there were anything specific for what I want that woukd help me.


Witches have only very few archetypes and nothing specificly for you.
Actually as most archetypes loose out on some hexes the simple witch is probably what you need.
Just take what you wanted. Ice tomb is a very good choice for any witch and the rest while not being "optimized" are still solid choices and will certainly make your witch more typical and fear-inflicting.

So in short, you know what you want, and for the rest Vikings guide is good advice, witches don't have "combos" or entire builds so you won't miss out on much if you pick another Patron than he suggests.

Liberty's Edge

Highglander wrote:

If you haven't read it already : The Viking Irishman's Witch Guide

Richard Leonhart wrote:

Witches have only very few archetypes and nothing specificly for you.

Actually as most archetypes loose out on some hexes the simple witch is probably what you need.
Just take what you wanted. Ice tomb is a very good choice for any witch and the rest while not being "optimized" are still solid choices and will certainly make your witch more typical and fear-inflicting.

So in short, you know what you want, and for the rest Vikings guide is good advice, witches don't have "combos" or entire builds so you won't miss out on much if you pick another Patron than he suggests.

Aww, thanks, guys. I feel loved. ^_^

Like Richard Leonhart said, there really isn't much in the way of combos for witches.

If you want to focus more on being the undead summoner branch of Necromancy, Plague is the way to go, as it gives you more spells to create and control undead.

If you want to focus more on the "kill you dead" branch of Necromancy, Occult is a better pick.

If you want to go with the Gravewalker archetype, you'll be giving up more than half of your low-level Hexes in exchange for some really flavorful abilities, and it won't really matter much which patron you choose.

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As for hexes, pick Evil Eye, Misfortune, Cackle, and Slumber early. Those are bread and butter for the witch, and will help you shut down enemies. Take the Extra Hex feat if want, as hexes are more powerful than feats.

With spells, ill omen is your best friend. Use a readied action to make sure the effect is used on a saving throw for one of your hexes or spells. Later, either take the Quicken Spell feat or buy a lesser rod of quicken.

Also, go through the spells and plan out what you are going to take each level. You want to be sure you have a good range of both Fortitude and Will save spells. The witch has some great utility spells that allow you to do some cool stuff like alter your voice or curse someone to starve for a week, but use scrolls and other familiars to obtain those. Instead, focus on using your two spells learned per level on spells like hold person or bestow curse.

Don't take Spell Focus unless you are clearly using one school of magic more then others. Spell Penetration is great, especially with the elf. You probably don't need Greater Spell Penetration, but if you have extra feats then go for it. Extra Hex is going to be the feat you take multiple times. Metamagic feats are great too, but check the guides to see what is recommended.

The two skills that are going to be important are Perception and Spellcraft. Knowledge skills are also great, but not all of them will need to be maxed out. Intimidate is also a great skill if you haven't dumped Charisma, as demoralizing an enemy lowers saves. If you have someone in your party that is better at Intimidating then you, use them.

Have a plan of attack. Witches are great at taking down one enemy at a time. Until you have grab Split Hex at level 11, you can only target a single enemy a round. With that in mind, focus on the toughest guy in range, especially if the party isn't focusing on them. Use Evil Eye, ill omen, misfortune, intimidate, ray of sickening, and anything else you can to lower saves. With your parties help and a few quickened spells you can have saves down considerably by the third or fourth round. Once you feel they are down enough that a spell like hold person or the slumber hex will work, hit them with it. Chances are, if you did your job well enough you just knocked out someone for good.

Want to be a real witch? Knock them out and then cast bestow curse a few times, and blindness/deafness twice. You could also throw in lip stitch for good measure. Make them useless and then let them go. If they hunt you down for revenge they are either stupid or have a death wish.


I *personally* avoid the hexes that one shot the bad guys. They just aren't any fun, imo. Slumber is the primary offender there.

What I do instead of debuff the living crap out of them.
Misfortune is my favorite followed by using evil eye repeatedly- with a nice healthy dose of cackle to keep it all going.

so for me its:
lv 1: misfortune and cackle
lv 2: evil eye

then go on from there.

(my current witch has MF, cackle, EE, agony, retrib, flight, water lung(think thats the name of it)and healing and that pretty much takes care of my in-combat needs unless the baddies line up for a lightning bolt or are in a particularly tasty formation for chain lightning or something.

-S

Dark Archive

dunwhoops wrote:

I am making a witch and want to get the most out of my build. I am starting at first level and probably playing in society. Here is what I definitely want:

1.elf
2. Raven familiar
3. Occult (maybe Plague) Patron-- want command undead. Occult gives me more offensive spells I believe.
4. major hex--ice tomb (know it is not til 10th level)
5. Fear spell upon reaching 7th level. This is what I want to be my main thing, fear spells and the like.

I would appreciate an input on skills, feats, spells,hexes, anything that may help in this build. I definately want to stay with the five things above.

The information everyone else in this thread has given you is a good baseline for doing this.

My question for you is more of a real game clarification. You want to focus on playing an Undead controlling, fear focused character?
So you're entire goal is to be constantly sending every thing/one you meet running away from you and the room your in to alert everyone else in the area that there is an intruder? Fear bombing an encounter is the FASTEST way of pulling everyone in the area into your fight or at least giving them all the time the need to buff and prep for your group?

Also, wandering around with Undead minions is definitely going to make adventuring with paladins and clerics... difficult. Add to that those things tend not to be let into towns/inhabited areas (usually calls out the pitchfork wielding mobs as well).

I'm not telling you not to do it, just preparing you on how difficult this design will be in actual gameplay.

Liberty's Edge

I am basically playtesting a build. This is the build I intend to use for my villian in a homegrown campaign I am writing.

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