| Blueluck |
Extra Hex! A good hex is much better than a feat, and they're especially useful early, before you have many spells available. But, be careful, don't take it more than a couple times. You get 5 hexes before grand hexes become available, and there are only 7 good hexes. So if you take more than 2 extras, you'll be stuck with a lousy one at 8th level.
Personally, I'd take Extra Hex for my first two available feats. After that, I like Accursed Hex, Improved Familiar, Dazing Spell around 9th, Split Hex at 11th, Spell Penetration & Greater Spell Penetration when you can fit them in.
Lincoln Hills
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Since Toughness, Extra Hex, Dodge, Combat Casting and Improved Initiative have all been mentioned, I'll just add Point-Blank Shot (handy at low levels, though its usefulness fades as you continue to gain in spellcasting) or Cosmopolitan (allowing you to put your high number of skill points into skills outside the usual Witch list, and slapping a couple more languages into your quiver - I find elemental languages and Celestial handy for arcane casters.)
| Magpied |
So this is interesting. In other editions and games, there are two types of "feats" combat useful and non-combat useful (with useful being a relative term). Is it just me or does almost every feat in PF have some combat application? My GM is notoriously for calling people powergamers, and I'm wondering if there is a flavorful option that isn't a self-crotch-punch.
If not, 2 extra hexes are looking like the thing I want. First 3 hexes will be, Misfortune, Cackle, and slumber or fly.
Since my patron is shadow, would it be worth it at all to invest in (greater spell focus for my Shadow Conjuration/Illusion?
| Blueluck |
First 3 hexes will be, Misfortune, Cackle, and slumber or fly.
Misfortune and Cackle are good choices!
I suggest saving Slumber for second level, because it lasts rounds/level it's kinda useless at first. I also suggest saving Fly until 5th, since it doesn't allow actual flight until then, and I've never known a 1st level character to need Feather Fall.
Other great choices for first level are Fortune and Healing. Fortune is an excellent buff, and Healing is the equivalent of having a CLW for each person in the party. Neither of these is a major powergamer move, but either will make you very useful and generate good will with the party.
Shadow could be a cool patron, but I'd want a race with darkvision if I were going to be making darkness frequently.