| King_Of_The_Crossroads |
After some deliberating, I've decided on trying out a witch for an upcoming Skulls and Shackles game; of the APG classes, it's the only one I haven't tried yet, and I'm eager to see how they stand in an actual game, rather than endless theorycraft.
That being said, I'm a bit concerned; I've heard how much of a bloodbath this AP is, and the witch seems incredibly fragile; low hit points, two weak saves, and almost no defensive spells, I can see this ending badly.
The game is a 25 point buy to compensate for a lack of player; there are only going to be three of us, so our DM allowed us more individual power.
My character concept is that of an educated, civilized inventer, interested in all things science and mechanical. He'll have a firm grasp of engineering, as well as having a few craft skills. He'll also be interested in guns and black powder, possibly taking up gunsmithing.
Here's what i have thus far:
Human Witch
Str: 10
Dex: 14
Con: 14
Int: 18 (16, plus human bonus)
Wis: 13
Cha: 12
I'm avoiding negative stats, because it doesn't fit my character concept, nor do I want any glaring weaknesses For this AP.
Other than stats, I'm still up in the air about the character. I'm fairly certain that I'll be spending the majority of my feats on Extra Hex; unlimited supernatural abilities are too good to pass up, and I want to grab as many as I can.
I'll probably start out with Water Lung, and two others, using the bonus human feat and the feat for first level. In addition, I'll probably pick up the Heart of the Sea racial trait.
Does anyone have any advice on a witch for this AP?
| Marionette |
Coincidentally, I'm playing Skulls and Shackles right now with my first Witch. It's 25 point buy to boot. I haven't gotten the chance to play Pathfinder much before this and tend to focus on RP aspects as much as mechanical, so I can't be counted on for much optimization, but I've survived thus far with no troubles (albeit in a large party, so that helps).
The Witch is kind of flexible. From what I can tell, this class can do a number of things -- not all of them perfectly or optimally, but you have multiple workable options. It all depends on what you feel like playing and what bases your group needs covered. Personally, I think I'll be headed down the debuff/control route.
Stats:
I'm playing Catfolk, though, so my stats came out to this:
Str 11
Dex 14
Con 14
Int 16
Wis 10
Cha 12
Your Wis score isn't hurting you (I'd put mine higher if not for Catfolk's -2), but if you want to cut something to raise another stat, I'd cut there. It doesn't do anything special for Witch. The one thing I'd look at is whether you want to take Evolved Familiar down the line as Cha 13 is a prerequisite for that. Otherwise, I'd say you're looking good. I honestly can't remember why I put that point into Str... not very useful.
Hexes:
I started out with Fortune and Evil Eye myself. I would not really recommend Fortune as a starting hex -- it's never turned the tide of a battle, and again, I've moved more toward debuffs/control/etc. Fortune is potentially worth it if you do want to go the buff route, but it's best combined with Cackle. If I could redo it, I'd likely grab Slumber instead of Fortune. There have been a number of cases at first level where (especially before I got my hands on a crossbow) I just couldn't do much in battle, and Slumber would have helped immensely there.
Evil Eye is more useful with Cackle as well, but I've gotten some mileage out of it without because battles tend to go so quickly with my party. So I can definitely suggest Evil Eye (especially when you hit 3, as I am, and start to get decent control spells that allow the target to save).
Fly is also good, but I'm holding off until level 4, when I can actually use it to fly (before then you do get free Feather Fall which can come in handy for sure).
As far as Water Lung goes, I don't have it. We just finished the first book, and I've been in zero situations where I would have wanted it over other hex choices. However, every game is different, and it certainly won't hurt you to have it. I'll probably pick it up eventually.
The Healing hex might be useful if you don't have a healer in the group or find that you need more healing than the healer can provide, but the Witch is not the best healer out there. It's just something you can do if it's needed or it fits your concept.
Cauldron with Craft: Alchemy is viable if you wanna go that way. Again, it seems to be one of those things that the Witch isn't _the_ best at, but you can totally do it.
Feats:
Yeeeah, it's probably going to be a lot of Extra Hex. Hexes are your main trick. There are a few notable things I've considered, though. I might pick up an item creation feat; nobody else in my group really does that, and it could come in handy.
There's Evolved Familiar, but I don't currently have the Cha for that and will probably pass on it.
At level 7, I may take Improved Familiar, but before that it hasn't really been worth it to me (I want a Mephit, darn it). It's also contingent on whether my GM will let me keep all my spells. RAW is kind of unclear -- it really sounds like I'd have to dismiss or kill my current familiar to get the new one and, following the normal rules for a Witch's familiar's death, lose spells. Those Witch rules make perfect sense if your familiar gets killed in battle or in other circumstances, but it kind of sucks to lose my rather limited set of spells for an upgrade I'm spending a feat on.
Patrons and Archetypes:
Majorly depends on what direction you want to go. The one thing I wouldn't recommend is Sea Witch. It's cool, but it felt like I would lose more than I gained.
I'm using the Water patron just for flavor; I knew it wasn't going to be the greatest, but hey, it fit with the character (I chose a crab familiar for the same reason -- useless mechanically but so cool!). There are times in the future that it could be useful, but thus far it hasn't done much for me, and you can likely do better. Shadow could be nice, and of course Time will eventually net you Time Stop if your game goes into the 18th level. Trickery's 18th level spell is also Time Stop and could be useful. Really, just browse and see what pops out at you.
Spells:
This, again, will depend on what direction you want to go. If you're worried about squishiness, grab Mage Armor. Ear Piercing Scream, if allowed, has been occasionally useful. I haven't used it even once, but (again, if allowed) you might look into Air Bubble.
At level 3, if you want to do control, I'd recommend Glitterdust and Web. I took Web but skipped Glitterdust (for now) for Steal Breath, an ARG Catfolk spell.
Traits:
Heart of the Sea sounds great! Lucky human. :P
I took the campaign trait Touched By the Sea, but Heart of the Sea has that more than covered (so naturally choose something else if you get a campaign trait as well). We got one campaign trait and one normal trait, so I also got Reactionary because hey, Init never hurts.
To anybody playing Catfolk, Climber is a great trait for this campaign.
Skills:
Swim and Profession: Sailor are very handy for the entire party. Luckily, Profession is a class skill for Witch. Climb is useful too (though in my case, my Catfolk stuff has that covered). Think about what would help you on a ship. Other than those, I've probably used Spellcraft the most. Highly suggest you go for that. Knowledge skills never hurt you -- I've got Arcana and Nature. I can see Knowledge (Local) for the Shackles being a good choice too. And, of course, if you want to use the Fly hex, then Fly will come in handy.
Algar Lysandris
|
Witch is a great class
Hex of note are Missfortune / slumber / cackle
bewteen slubmer et missfortune you can shut down one ennemy at a time.
use your spell (at level 3) for AoE will save disable (Glitterdust) and blindness (fort save) to shutdonw caster.
you spell should help you either disable fort save weak npc (caster primarly) the BDF will be taken dow by a combination of missfortune / slumber
keep a few buff spell on list for those fight where you comme across mind affecting immune critter (lokk for Aoe damage / buff - haste)
don't reglet the heal hex cause at level 5 2d8+level free healing for all party members + pet + familiar+ annimal compagnion+ Ship crew => lots of free spell (don't forget that is can damage undead too. i don't recommande stepping toward the big skelly but its said skelly as managed to get on top of you then hit him with it and 5 foot back)
the Witch is prolly the best enduring caster (along with summoner) that can do stuff all day long
| King_Of_The_Crossroads |
Have you checked the spellslinger wizard?
Not sure you really want water lung - doesn't that require you to be away from the party to be useful?
Wow, I forgot about the Spellslinger! Thanks for pointing it out; a single level dip would create better synergy than my original plan of going into gunslinger.
Water Lung allows you to breathe underwater for one minute. I don't see why you would have to be away from the party to use it.
| King_Of_The_Crossroads |
Witch is a great class
Hex of note are Missfortune / slumber / cackle
bewteen slubmer et missfortune you can shut down one ennemy at a time.
the Witch is prolly the best enduring caster (along with summoner) that can do stuff all day long
The Witches staying power is definitely appeals, as I've heard that there are a few instances in S&S where you're stuck in an on-going, running battle with no rest; being able to constantly spam hexes would ease that up a bit.
As for starting hexes, I'm uncertain about Sleep. I know it's godly, but at first level it would only last for one round, and it can't be extended with Cackle, as far as I know. I was thinking I might wait until 2nd level to pick it up, or perhaps 3rd level with the extra hex feat. I'm not sure yet.
| King_Of_The_Crossroads |
From my experience even at first level the slumber hex can destroy foes. Foe gets slumbered next to an ally? One Coup de grace is all you need. Its still pretty nice to wait for it later, misfortune is fun and there are a few other good hexes you need to get eventually. Namely fly and evil eye.
Hmmm, good point. I didn't even consider coup de grace when it came to the sleep hex; I suppose timing is the key for optimized use with it at first level; wait until a goon is in melee with an ally, hex them, and step back.
| MrSin |
Yeah, I killed 3 bosses in a row in a game once doing that. One after another they charged in and they got slept standing next to the party druid. I apologized to the DM becuase I didn't think such a stupid idea would work and I didn't want to steal the spotlight.
Coup de grace or getting the opponent out of the fight is the big reason to use slumber. I've also had situations where we just take the moment to tie them up or knock them out because we had a few extra turns. Only bad if your group for some reason disagrees on what to do with people.
| King_Of_The_Crossroads |
So, an update. In addition to my witch, we have a human aquatic druid, and a human corsair; it looks as if I'll be handling the arcane magic, and the healing will be between the druid and myself.
Right now I'm torn between taking a level in spellslinger to get the gun use, or just biting the bullet (heh) and spending a couple of feats to get proficiency and gunsmithing.
Alternatively, I'm also considering dipping a level of cross-blooded sorcerer, to get the serpentine and undead bloodline arcana; seeing as many of the witches spells are enchantments, that would allow animals, magical beasts, monstrous humanoids, and humanoid undead to be effected by my enchantment spells, which would greatly expand my usefulness.
Or perhaps I should just scrap the character for something else, seeing as there are only three of us and no real blaster or healer.
Algar Lysandris
|
Don't Losse Spell caster level
(at 1st level you withc feat should be:
Extra Hex: Cackle
Extra Hex: Misfortune
Hex: Healing
At level 2 pick up evil Eye
at level 3 Extra Hex: Slumber
@level 1 tactic is to missfortune some and use your cackle to extend its effect round after round)
if you need you still have you standard action to cast a spell
with missfortune up Target rolls 2 dices for everything, therefore giving him a higher chance to miss saves or attack rools
the Hedge wiitch arechetype will let you (at level 4 and after) spontanouasly convert any of your spell into cure spell => flexibility in choosing your spell)
as for spell selection look for buff / controle / debuff (on reflexe / fort save)
Profit
| beej67 |
If your GM will allow it, consider making yourself old and rearranging your stats accordingly. That will allow you to go 20 or 22 INT, which really helps with save DCs and your strength modifier with the Prehensile Hair hex.
I built an old Witch with prehensile hair and a king crab familiar in an aquatic campaign. Took improved unarmed strike and improved grapple as feats. He would hover off the side of a ship, and then grapple people on the boat at range with his hair, to drag them off into the water.
| King_Of_The_Crossroads |
If your GM will allow it, consider making yourself old and rearranging your stats accordingly. That will allow you to go 20 or 22 INT, which really helps with save DCs and your strength modifier with the Prehensile Hair hex.
I built an old Witch with prehensile hair and a king crab familiar in an aquatic campaign. Took improved unarmed strike and improved grapple as feats. He would hover off the side of a ship, and then grapple people on the boat at range with his hair, to drag them off into the water.
It might be possible to convince him, but I don't think I'd like being old; I've heard enough horror stories of near TPK's in this AP to not want to nerf myself by having low physical stats. I may not need much strength, but dexterity and constitution will be needed for survival.
| Marionette |
Yeah, I wouldn't really recommend going too low with dex or con.
The main thing you have to keep in mind about multiclassing is hexes. Hexes truly are the witch's main trick, so you need to weigh the benefits and downsides carefully before you lessen the amount of hexes you have access to. Plan ahead.
Witches *do* seem to heal respectably if that's what you want to run with. I just haven't had to dip my toe into that because we have an oracle who's doing most of the healing. From what I've experienced, you'd probably be fine combining forces with another part-time healer. Granted, I think we've benefited from party size and lucky rolls; I don't want to sell the potential danger too short.
| anarchitect |
Have you considered being an orc or half-orc? Scarred witch doesn't have the HP problems you seem to be worried about, being a CON-based caster.
Consider the charm hex, for making friends where you need them when you need them.
And definately look at the spell "Skeleton Crew." If you don't use this spell as a witch in this campaign, you're patron will disown you.