Tiefling witch leveling up...


Advice


I'm headed from level 2 to 3, and looking for advice on what new feat and spells to take.

At level 1 I took Extra Hex, and currently have Cackle, Misfortune, and Evil Eye. (I opted not to get Slumber because I've heard it's overpowered.) My patron is Time.

Current spells I have are:

Level 0: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

Level 1: beguiling gift, command, cure light wounds, ear-piercing scream, enlarge person, ill omen, mage armor, ventriloquism

I'm leaning towards getting Extra Hex again and taking either Flight or Fortune. Spellwise for level 2 I'm thinking of grabbing cure moderate wounds and vomit swarm.

What do you think? Are there other feats worth considering? I don't have improved initiative yet, but it doesn't seem necessary as I already have a +9 to my initiative.

Thanks in advance for your advice!


I highly recommend Glitterdust as one of your 2nd level spell choices. The multi-purpose of both blinding people and outlining invisible foes is just too good to pass up.

I have a problem with Vomit Swarm and that whole Standard action to move it around thing. You have much better things to be doing with your standard actions, like Misfortune!

For a feat, Improved Initiative all day. +9 is not enough, IMO.


are you taking healing spells because you are needing to fill the role of healer in your party?

if so, healing hex can be a nice choice.. it will grow a little with you, and if your injured friends are sponging up all your available spells, the hex saves you as many spells as you have party members (and lets you heal NPCs and civilians without fearing for the need to husband your resources.


Glitterdust! I knew you'd think of something I hadn't.

MC Templar, you are correct. I am essentially the group healer so Healing hex might suit us well.

Any feat ideas other than Extra Hex and Imp. Initiative?


Do/will you have a 13 Charisma? I'm a huge fan of the Eldritch Heritage line of feats; especially if you're allowed to get the Sylvan bloodline Animal Companion bloodline power.

Even without a decent Charisma Leadership is awesome at level 7. Dazing Spell is decent at level 9 and Quicken spell at 11.

Other than that, Extra Hex is worth any remaining slots. I don't like Healing Hex though. The Infernal Healing spell is just better.

I guess you could take Extend spell at 3 and memorize and Extended Infernal Healing for 20 HP healed. Not bad for a 2nd level spell.

Either way...just my 2 cp

Dark Archive

I'm actually NOT a fan of taking extra hex more than once (MAYBE twice) before 10th level. There are too many good feats out there to waste on extra hex.

I say waste, because after you pick up the big 4 hexes (Misfortune, Flight, Evil Eye & Cackle) you're left with many less than useful hexes (Swamp Hag for instance) that you'll be forced to take instead. THOSE are the hexes you just spent your feats on.
Be patient, you'll have all the hexes you'll ever really use by 6th level at the latest.
As for what feats to take now, well you are a full caster too so spend those feats improving that side of your character. Metamagic feats are awesome, Eschew Materials protects you from sunder/steal crazy opponents, Harrowed can give you a nice +2 bonus on any kind of roll, Toughness is never a bad idea on a squishy caster or you could just take Accursed Hex and get a second chance to use your hexes on a target.


Hrmmm, metamagic seems cool but also a little overwhelming. Between Enlarge Spell, Extend Spell, and Bouncing Spell, which is best? Would an extended command make the target obey my command for two full rounds?


Seconding Glitterdust as a spell. As for feats, you could ask your DM if s/he allows Ability Focus for a Witch. It's a monster feat, but it doesn't have “monster” as a prerequisite, and there are no actual rules about monster feats being off limits to players. Otherwise, Extra Hex is one of your best options. The Flight hex is pretty good, getting you out of harm's way once per day, but it doesn't reach maximum efficiency until level 5. Fortune is also a good choice, but you may want to wait until you have the Scar hex.. If your group needs healing, the Healing hex effectively gives you as many extra 1st level slots as you have wounded allies.


healing hex is awsome as it alows for free healing those PC's you want to interogate aswell.

we have a hedge witch in our party as a main healer and wow can i say he doese a great job we are a party of 5 and each day a free heal on each of us is nice then ofcourse all the NPC's who come with you you can heal for free and if there is a unconcious enemey you would like to interogate a quiq hex and he is ready to speak! :-)

and if you are taking gliterdus it is imperative you can go first!

so imp. initiative is VERRY important! unless you have the selective metamagic feat you dont want your alies in the gliterdusted area

Dark Archive

metagame wrote:
Hrmmm, metamagic seems cool but also a little overwhelming. Between Enlarge Spell, Extend Spell, and Bouncing Spell, which is best? Would an extended command make the target obey my command for two full rounds?

My preference is usually -> Extend spell -> Bouncing Spell -> Threnodic Spell in that order.

Witch's are mostly enchantment spell users (your spell list is like half enchants) so you want those to last a good long time and you want them to stick to A target (don't really care which one either).
threnodic spell NEEDS to be taken or you will lose 90% of your actions when the inevitable undead shows up (and it ALWAYS shows up).


Accursed Hex is a really nice feat. I would give that strong consideration myself.


I agree with 7heprofessor that Glitterdust is a far better second level spell than Vomit Swarm.

I also agree with Mathwei that taking Extra Hex too many times is a trap. There are a limited number of good hexes, and if you go out of your way to take them all early, you'll get crap at 6th & 8th level, and wish you had feats instead.

.
These are IMHO, the good hexes:

  • Cackle - got it
  • Misfortune - got it
  • Evil Eye - got it
  • Flight - Outstanding, but only after level 5, when you can fly.
  • Fortune - Combined with Cackle, this is an amazing buff for the fighting classes. It's especially good if you know a fight is coming and can power up the whole party.
  • Healing - If you're the primary healer, this is great. It will keep you from wasting all your spells on healing.
  • Slumber - Good, but not broken. (Will save, mind effecting, limited duration, easily countered, short range, single target) If you find yourself without good offensive options at mid levels, you may want to take this at 6th or 8th. At that point, casters have access to lots of "save or lose" spells, so any further complaints of it being overpowered are silly.

Feats:

  • Accursed Hex - You'll want it eventually, but the only hex you have to use it with is Misfortune, so I wouldn't rush into it.
  • Improved Familiar - You might want this at 7th level, when the really great familiars become available.
  • Spell Penetration & Greater Spell Penetration - If you plan on using offensive spells at high levels, you'll definitely want these eventually. Keep them in the back of your mind for later.
  • Metamagic - Taking random metamagic feats can be a trap. First, because they increase spell level, and you don't have any higher level slots yet. Second, because low-level metamagic wands are so cheap that it's often better to buy them than use up your limited feats. Until you have a plan for a specific spell (or group of spells) to use with a specific metamagic feat, I'd hold off.

Tiefling Feats! Some of these are pretty cool:

Dark Archive

One significant note regarding the fortune hex.
With the recent nerf to Cackle fortune has lost a significant amount of it's appeal. Since you can only use it once per day and cackle no longer lets you bank rounds of usefulness out of it this has gone from a high priority buff to a situational request (ie, I really need to make this one check can you hit me with fortune now? kind of thing).

It's still a good hex but I'd no longer rate it as a great one.


Mathwei ap Niall wrote:

One significant note regarding the fortune hex.

With the recent nerf to Cackle fortune has lost a significant amount of it's appeal. Since you can only use it once per day and cackle no longer lets you bank rounds of usefulness out of it this has gone from a high priority buff to a situational request (ie, I really need to make this one check can you hit me with fortune now? kind of thing).

It's still a good hex but I'd no longer rate it as a great one.

What is this nerf you speak of? I'm playing in a Kingmaker game with a witch, and we're starting up the campaign again tonight after an extended break. I want to know if our old tactic still works!

Dark Archive

Blueluck wrote:
Mathwei ap Niall wrote:

One significant note regarding the fortune hex.

With the recent nerf to Cackle fortune has lost a significant amount of it's appeal. Since you can only use it once per day and cackle no longer lets you bank rounds of usefulness out of it this has gone from a high priority buff to a situational request (ie, I really need to make this one check can you hit me with fortune now? kind of thing).

It's still a good hex but I'd no longer rate it as a great one.

What is this nerf you speak of? I'm playing in a Kingmaker game with a witch, and we're starting up the campaign again tonight after an extended break. I want to know if our old tactic still works!

If your old tactic was cackling twice to extend the duration of a hex for 2 rounds then it no longer works. Cackle can only be used once per round now.


Mathwei ap Niall wrote:
Blueluck wrote:
Mathwei ap Niall wrote:

One significant note regarding the fortune hex.

With the recent nerf to Cackle fortune has lost a significant amount of it's appeal. Since you can only use it once per day and cackle no longer lets you bank rounds of usefulness out of it this has gone from a high priority buff to a situational request (ie, I really need to make this one check can you hit me with fortune now? kind of thing).

It's still a good hex but I'd no longer rate it as a great one.

What is this nerf you speak of? I'm playing in a Kingmaker game with a witch, and we're starting up the campaign again tonight after an extended break. I want to know if our old tactic still works!
If your old tactic was cackling twice to extend the duration of a hex for 2 rounds then it no longer works. Cackle can only be used once per round now.

Nope, our tactic is simple. When there's a big fight you have time to prepare for, which does happen sometimes, the witch goes: Fortune/Cackle, Fortune/Cackle, Fortune/Cackle, Fortune/Cackle, kick down the door.

Dark Archive

Blueluck wrote:
Mathwei ap Niall wrote:
Blueluck wrote:
Mathwei ap Niall wrote:

One significant note regarding the fortune hex.

With the recent nerf to Cackle fortune has lost a significant amount of it's appeal. Since you can only use it once per day and cackle no longer lets you bank rounds of usefulness out of it this has gone from a high priority buff to a situational request (ie, I really need to make this one check can you hit me with fortune now? kind of thing).

It's still a good hex but I'd no longer rate it as a great one.

What is this nerf you speak of? I'm playing in a Kingmaker game with a witch, and we're starting up the campaign again tonight after an extended break. I want to know if our old tactic still works!
If your old tactic was cackling twice to extend the duration of a hex for 2 rounds then it no longer works. Cackle can only be used once per round now.
Nope, our tactic is simple. When there's a big fight you have time to prepare for, which does happen sometimes, the witch goes: Fortune/Cackle, Fortune/Cackle, Fortune/Cackle, Fortune/Cackle, kick down the door.

Yeah but with the new rule your with can no longer move around.

Every rounds move action is occupied by maintaining the fortune so unless you are planning on trading your standard action to keep everyone in range you can't move if you try to hex anything or cast any spells.

It's great if you are in a 20 foot room but if it's any bigger or your outdoors you'll have big problems. And don't even think about how badly hosed you are if it's a flying battle.

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