| Question |
Im going healer as the group's only healer, so far comprised of a archer type, two summoners and a dread (psionic).
With a human, i get two feats, so i was thinking of spending at least one on extra hex so i could have two hexes at first level. Or should i use both feats on extra hex?
Was thinking slumber + healing hex? But i dont want my witch to be useless against mind immune enemies like undead.
I have 7 spells at first level, so...
1.CLW
2.blood money
3.ill omen
4.hynoptism
5.Ray of enfleebement
6.Obscuring mist
7.web bolt
Does this sound like a good idea? I'm not taking enlarge person as both summoners will be using it.
As for feats, would i ever want to take spell focus? I noticed most witch spells seem to be enchantment...
Also, i will be taking healing patron i guess.
Imbicatus
|
If you are going to be the only healer, I'd really recommend using either or both of the Hedge Witch and Bonded Witch archetypes. Hedge Witch will give you spontaneous healing, and if you take Wand for your bonded witch item you can make wands of CLW very easily, as well as giving you some backup blasting capability.
| Rerednaw |
First seems like your party makeup is very heavy on offense (2 summoners, archer, dread) and battlefield control (summoners).
Are you going to enjoy playing a healer? If so with that kind of spread, being an enchantment focused (mind-affecting) witch with healing as a backup is perfectly fine.
On feats. Your hexes are Su, so feats like Spell Focus do not affect it. You would need to take Ability Focus instead.
I'm assuming you took healing as your patron. It's a good way to pick up all the healing spells.
The pros of hexes:
Supernatural (Su) They ignore spell resistance, don't require a concentration check (you can use them in melee) and don't have components (well there's some debate due to the flavor text of Cackle requiring verbal by RAW however Su don't.)
The DC scale.
The cons of hexes:
30 foot range. Single target. 1/day restrictions.
Your spell selection is pretty solid. Don't forget your cantrips. Consider Sleep. You can buy Sleep spell cheap. It is half scribe price to learn from an NPC witch. As witches have no scribe costs all you pay is the privilege. For a first level spell that's only 5 gp. (Take 10 on the Spellcraft check.)
Given the strengths of your hexes, the fact you plan on being a healer, and that you already have 2 other arcanes, I would focus more on bumping hexes more. They are what distinguish you and can make you shine.
To that end
1-Misfortune Hex
1-feat Extra Hex: Cackle
1-human bonus feat Extra Hex: Fortune.
If your foes are something you cannot effect, then instead buff an ally with Fortune and keep extending it with Cackle. Re-rolls are amazing.
2-Accursed Hex (now the foe who saved last turn you can try the same hex again)
3-Extra Hex: Sleep (now you need a replacement for the sleep spell).
4-Hex: Flight(gain levitate, feather fall and +4 swim checks).
Not sure what your familiar is, but the preferred ones are greensting scorpion and compsagnathus (both grant +4 init).
Traits: Reactionary(+2 init). Indominatable Faith(+1 Will save)
Or you could try Wayang Spellhunter(Ill Omen) AND Magical Lineage(Ill Omen). This will allow you to cast Ill Omen with Quicken Spell at 5th level. Great 1 round combo-quickened Ill Omen, Sleep Hex.
| stuart haffenden |
I would say don't take Slumber, your DM will hate you.
Most people forget that Witches are full arcane casters although their spells are mainly enchantment, necromancy and evocation. Evocation is the key, anything immune to your enchantment effects can be blasted.
The action economy on hexes is truly horrible.
Take blasting spells so you're not left feeling useless against the plethora of monsters that are immune. Use your hexes carefully, try not to spam them as you'll ruin everyone else's fun.
| Question |
Hmm, i guess i should take infernal healing instead of CLW and let the healing hex be burst healing. Funny that there isn't a good or neutral version of infernal healing though.
I want to take slumber instead of sleep though, because that way i wont be stuck with a useless spell at later levels.
I would probably take bonded witch if not for the fact that it's half elf only...and extra hex is honestly way better than skill focus.
Zarzulan : Sorry, the page you were looking for in this blog does not exist.
I don't think the witch has any blasting spells though? And at first level im gonna have 2 level 1 spells per day, that's not much...
If i take the healing hex at first level...i suppose i could go fortune, cackle and healing with 2 extra hexes at first level. Although cackle + fortune means i would run out of actions pretty quickly...
ArmouredMonk13
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Healer Witch? Healing hex+infernal healing+CLW=effective. You take the hex and CLW because hex only works 1/day on each member, and for long encounters, you need to heal more then once. Also, if you have an OK wisdom, you may want to consider a dip in at a high level cleric. You get more of a spell variety, more offensive powers (if you choose good domains*) and much more effective healing. Racial heritage is a nice feat and bonded witch is an effective archetype. Do you have stats you could show?
*healing domain is a trap. you don't get all that more effective at healing and you don't get good domains spells for a while.
| Question |
The stats im going with are : str 9 dex 16 con 15 int 17+2 wis 14 cha 12. They were rolled. Don't particularly want to multi-class though, especially since it would delay getting more hexes and spells.
Right now im trying to figure out what traits would be best...dim seer seems like a good choice to make perception as a class skill. Kind of stuck on the second one (i don't want to just take one of the initiative boosting ones).
ArmouredMonk13
|
Another good trait (not sure what type dim seer is so don't know if you can take this as its a magic trait) is magical Knack. It gives +2 CL to one class as long as your increased CL is less than or equal to your HD. Great for casters that take dips. Also there is sacred touch which stabilizes others if you spend a standard action (that doesn't provoke) to touch them (this i believe is a religion trait).
| Question |
You can't take two magic traits? Dim seer is a regional trait btw.
Can't you stabilize people with one point in the heal skill too?
Also in regards to the heal skill, do you explictly need the 50 gp healer's kit to use it? Or can you just take a bunch of bandages, etc? Because there is no "non-masterwork healer's kit" listed in the equipment section that i can find...
ArmouredMonk13
|
A lot of GMs say you can't have 2 traits of the same type (and I thought dim seer was magic trait). The trait gives you an auto success on the heal check (auto stabilizes) and I think the skill provokes AaO's, its mainly taken to save healers a cantrip. You don't need a kit at all to use heal skill, the kit just provides a bonus. You may want to look into traits that give bonuses on concentration checks like focused mind(which gives +2)
Akinra
|
you cannot have 2 traits from the same category by RAW.
RESTRICTIONS ON TRAIT SELECTION
There are a few rules governing trait selection. To begin
with, your GM controls how many bonus traits a PC begins
with; the default assumption is two traits. When selecting
traits, you may not select more than one from the same list
of traits (the four basic traits each count as a separate list for
this purpose). Certain types of traits may have additional
requirements, as detailed in the section above.
Advanced Player's Guide, Page 326
| Atarlost |
The only really important thing is to take the Healing patron so you have the restoration line available. It's easier for a party to get by with sticks for HP healing if it has condition removal and non-HP healing than to get by with sticks for condition removal and non-HP healing if it only has HP healing.
blackbloodtroll
|
blackbloodtroll wrote:So, suck, or everyone will hate you?
How so?
Everybody loves our Witch.
Suck? Really, did you just say a Witch without Slumber would suck!
There many ways to skin a cat, the Witch has a whole bag full!
Oh well, each to their own.
The suggestions were going more and more towards self nerfing.
As if one playing a Witch has to go out their way not to be super powerful, and ruining it for everyone.
Over the top is what I was suggesting that advice was.
| Question |
Well had the first session today.
The game started off with us trying to stop a hill giant from making off with a piece of the town's fountain, who turned out to be made out of the ruins of an ancient tower we were searching for. The battle ended with us dealing minimal damage to the giant and the giant drowning in the harbour mostly by DM fiat.
After finding the remains of the tower, we entered it to discovered a dungeon crawling with undead. None of my spells were effective, and the group's melee combatants easily took them out without suffering a single wound. I didnt feel very effectively unfortunately.
Apparently it turend out that with my current hexes and spells, i cant do anything except fortune a party member...which isnt very useful against stuff that is easily killed in one round by the group's melee characters.