Stuck on level 1 feat for a witch


Advice


I'm making a human witch level 1. My first two feats were going to be, "weapon finesse: touch" and extra hex, but once I really thought about the poorness of touch spells on a witch I must change.

Item creation and leadership feats are a no-no.

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Extra Hex again, or Improved Initiative.


I go with Combat Casting. Failing your Concentration check sucks.


Standard useful level 1 feats: improved initiative, dodge, toughness, iron will...

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Witches have an excellent alternative to casting when threatened: Using hexes.

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Yeah I would go with another Extra Hex. The hexes are the bread-and-butter of the class, and the more of them you have the more versatile your character is in combat.


Extra Hex or Toughness


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.

The Exchange

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.)


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?


Additional Traits.

The Exchange

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There are many feats that are not combat-related, but you won't hear them often spoken of on these boards.


Lincoln Hills wrote:
There are many feats that are not combat-related, but you won't hear them often spoken of on these boards.

Any relevant to a witch? I'm having the HARDEST time trying to browse feats.


Magpied wrote:
I'm making a human witch level 1. My first two feats were going to be, "weapon finesse: touch"

Just for the record, you need not select a specific weapon if you take the Weapon Finesse feat. The benefit applies to all weapons listed in the feat description.


Magpied wrote:
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.

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Non-combat feats rarely accomplish more than a cantrip, and often accomplish less. If you want to extend your non-combat versatility...take Extra Hex and pick a utility hex.

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