| Dracorvid |
Aloha!
So I was all ready to play the Healer Witch in my friend's game, his write up...
Eledras Duskdancer
But now the guy who is playing the Cleric, who originally didn't want to do the Healer thing, has changed his mind and told me he want's me to play my Half-Elf Male Witch how ever I please, as his role is suppose to be the Healer... :o/
Soooo... I was going to go with the Enchantment Patron instead of Healing (it fits his backstory which we played through already), and was wondering what you guys thought of the idea of a Giant-Hunting Witch?
What Hexes and Spells would fit that concept? (I already switched out Healing Hex and took Slumber instead)
I'm sticking with the Bonded Witch Archetype, unless one of you convinces me taking a familiar is a better option.
Any Tips, Tricks, or Witchery you'd care to share with a confused 1st level Witch of Enchantment, not totally sure where to go?
Thank You! Mahalo!
Elamdri
|
As a witch, your bread n' butter is going to be Evil Eye, Cackle and Misfortune Hexes.
In fact, I honestly don't hate the idea of a Human Witch using both her 1st level feats to take Extra Hex twice so she can have all 3 at 1st level.
From there, you have some obvious front runners:
Flight
Fortune
Healing
Scar
Slumber
When you get Major Hexes:
Agony
Ice Tomb
Major Healing
Retribution
As for Giant Specific Advice:
Remember that they're technically classed as Humanoids, so spells that affect humanoids will work on them.
Also remember that their best save is Fortitude and their worst save is Reflex. Will is inbetween.
| Bearlock |
I am also not terribly familiar with giants, but I imagine it would come from more of an RP perspective. If there are giants around, try to convince the party to go after them, if you do come across some go at them hard, show no mercy. Otherwise like Alamdri said, look through the Bestiary, bone up on weaknesses of various giants and maximize whatever edge you can find against them. I don't think are to many witch feats or anything that are anti-giant
| Azelyan |
I find that unless I am entering a really important battle, I hardly use misfortune. My eyes go directly to the big guy in the fights.
If it looks like someone who is not sleep immune, my typical actions go:
Round 1 - Evil Eye -4 saves + cackle (extending my parties fortunes that they have going form the start of the day)
Round 2 - quickened ill own + Slumber (DC 30 atm) +cackle
Round 3 - if made save previously, another slumber attempt (Accurse hex goodness), or if they are immune to slumber, misfortune. + Cackle
honestly, Slumber is my go to spell every time I can use it (I know its bad that I do that).
Healing? No point both myself and my familiar can use healing wands effectively, and we have an oracle of life, so I never found the need to use the healing hex.
My Elfs build was as follower:
1 - Ability Focus (Slumber)
3 - Extra Hex (Cackle)
5 - Accursed Hex
7 - Leadership (we decided we needed a bard, it was a group decision), otherwise I was lookign at Craft Wondrous items, or improve initiative. Maybe even toughness cause I tend to fall unconscious every other campaign.
Hexes:
1 - Slumber
2 Evil Eye
3 - Cackle
4 - Fortune
6 - Misfortune
8 - Flight
| Dracorvid |
As a witch, your bread n' butter is going to be Evil Eye, Cackle and Misfortune Hexes.
In fact, I honestly don't hate the idea of a Human Witch using both her 1st level feats to take Extra Hex twice so she can have all 3 at 1st level.
(GOOD STUFF)
As for Giant Specific Advice:
Remember that they're technically classed as Humanoids, so spells that affect humanoids will work on them.
Also remember that their best save is Fortitude and their worst save is Reflex. Will is inbetween.
I find that unless I am entering a really important battle, I hardly use misfortune. My eyes go directly to the big guy in the fights.
If it looks like someone who is not sleep immune, my typical actions go:
Round 1 - Evil Eye -4 saves + cackle (extending my parties fortunes that they have going form the start of the day)
Round 2 - quickened ill own + Slumber (DC 30 atm) +cackle
Round 3 - if made save previously, another slumber attempt (Accurse hex goodness), or if they are immune to slumber, misfortune. + Cacklehonestly, Slumber is my go to spell every time I can use it (I know its bad that I do that).
(GOOD STUFF)
me!
My Witch was given "Knowledge: Giants" as part of his backstory... (as well as "Craft: Candle-making")I notice the responses are very focused on Hex's and not really mentioning Spells... is the Witch a Hexer with some Spellcasting? I get the impression Spells are secondary to Hex's... why is that, is the Witch Spell-List that bad?? And you also seem to have individual favorite Hex's...
I'm thinking of taking:
Evil-eye
(extra) Cackle (or Slumber) - which of those two do you think?
whichever one I don't take, I'll take at 2nd Level... followed by Flight, Fortune, and not sure after that...
Spells are more controlling i.e. - 1st Level "Charm Person" "Command" "Mage-Armor" & "Unseen Servant"
I plan on being as much a controller as I can, not sure how else a Witch would deal with Giants!
| WerePox47 |
I find that unless I am entering a really important battle, I hardly use misfortune. My eyes go directly to the big guy in the fights.
If it looks like someone who is not sleep immune, my typical actions go:
Round 1 - Evil Eye -4 saves + cackle (extending my parties fortunes that they have going form the start of the day)
Round 2 - quickened ill own + Slumber (DC 30 atm) +cackle
Round 3 - if made save previously, another slumber attempt (Accurse hex goodness), or if they are immune to slumber, misfortune. + Cacklehonestly, Slumber is my go to spell every time I can use it (I know its bad that I do that).
Healing? No point both myself and my familiar can use healing wands effectively, and we have an oracle of life, so I never found the need to use the healing hex.
My Elfs build was as follower:
1 - Ability Focus (Slumber)
3 - Extra Hex (Cackle)
5 - Accursed Hex
7 - Leadership (we decided we needed a bard, it was a group decision), otherwise I was lookign at Craft Wondrous items, or improve initiative. Maybe even toughness cause I tend to fall unconscious every other campaign.Hexes:
1 - Slumber
2 Evil Eye
3 - Cackle
4 - Fortune
6 - Misfortune
8 - Flight
So you cackle every 6 seconds all day long? I would kill u if u were in my party lol.. But seriously most gms would laugh at that.. I agree that slumber hex is op early levels.. And i agree that 75% on of the time its better to hex somthing and cackle.. Ready wands for healing etc..
| WerePox47 |
And their spelllist is great imo, but most of the time u can cause just as much havik with hex's.. Some great spells imo for each level:
1st: Ill Omen, Mage Armor, Obscuring Mist, Ear Piercing Scream..
2nd: Blindness/Deafness, False Life, See Invis, Spectral Hand, Vomit Swarm..
3rd: Bestow Curse, Dispel Magic, Heroism, Lightning Bolt, Sleet Storm, Stinking Cloud, Rain of Frogs..
4th: Black Tentacles, Charm Monster, Death Ward, Demension Door, Enervation, Threefold Aspect..
5th: Baleful Polymorph, Cloudkill, Feeblemind, Hold Monster, Magic Jar, Overland Flight, Teleport, Waves of Fatigue..
6th: Cone of Cold, Greater Dispel Magic, Flesh to Stone, Slay Living, Sum Mon VI, True Seeing..
7th: Chain Lightning, Harm, Heal, Power Word Blind, Greater Teleport, Waves of Exhaustion, Waves of Ecstacy..
8th: Mass Charm Monster, Maze, Power Word Stun, Stormbolts, Sum Mon VIII, Mind Blank..
9th: Power Word Kill, Sum Mon IX, Wail of the Banshee, Polar Midnight, Heroic Invocation..
Again this is my list of bestest spells, im sure others will add ones they like.. Additionally i didnt include alot of really great divination spells because there very dependent on how gms let them work, so somtimes their great, somtimes there not..