PFS question: How to play Witch (Hedge witch) - Feiya


Advice

Grand Lodge

Hello all,
I have question, and asking for suggestion regarding my new character, which is witch ;)
I created custom layout from Feiya iconic. What I want is something "new", I am little bit sick of clerics, wizards, druids... and wanted witch to be a MEDIC! :)

If there is any needs, below is my currently (under heavy development) character sheet here, but I want to hear word from you guys what do you suggest?

Feiya character sheet:

PURCHASEPOINTS:Y
TYPE:High Fantasy
CHARACTERTYPE:PC
POOLPOINTS:20

CHARACTERNAME:Feiya
HEIGHT:62
WEIGHT:89
AGE:24
GENDER:Female
HANDED:Right
SKINCOLOR:Pale
EYECOLOR:Green
HAIRCOLOR:White
HAIRSTYLE:Stark long

# Character Attributes
STAT:STR|SCORE:10
STAT:DEX|SCORE:11
STAT:CON|SCORE:12
STAT:INT|SCORE:16
STAT:WIS|SCORE:14
STAT:CHA|SCORE:12
ALIGN:CN
RACE:Human

# Character Class(es)
CLASS:Witch|LEVEL:1

# Character Experience
EXPERIENCE:0
EXPERIENCETABLE:PFS Rules

# Character Region
REGION:Lands of the Linnorm Kings

Name: Feiya
Race: Human
Classes: Witch1
Hit Points: 8
Experience: 0 / 3
Alignment: Chaotic Neutral
Vision:
Speed: Walk 30 ft.
Languages: Aklo, Celestial, Common, Elven, Sylvan
Stat Score Mod
STR 10 (+0)
DEX 11 (+0)
CON 12 (+1)
INT 18 (+4)
WIS 14 (+2)
CHA 12 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 0 0.0 0 0
Appraise 4 0.0 4 0
Bluff 1 0.0 1 0
Climb 0 0.0 0 0
Craft (Untrained) 4 0.0 4 0
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 0 0.0 0 0
Fly 0 0.0 0 0
Heal 7 1.0 2 4
Intimidate 1 0.0 1 0
Knowledge (Arcana) 8 1.0 4 3
Knowledge (Nature) 8 1.0 4 3
Perception 5 1.0 2 2
Perform (Untrained) 1 0.0 1 0
Profession (Herbalist) 6 1.0 2 3
Ride 0 0.0 0 0
Sense Motive 4 0.0 2 2
Spellcraft 8 1.0 4 3
Stealth 0 0.0 0 0
Survival 2 0.0 2 0
Swim 0 0.0 0 0
Use Magic Device 5 1.0 1 3

-------------------------- Feats ---------------------------
Extra Hex
Alertness
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 10 / 10 / 10
Initiative: +0
BAB: +0
Melee tohit: +0
Ranged tohit: +0
Fortitude: +1
Reflex: +2
Will: +4
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
Boar Spear:
to hit: +0
damage: 1d8
critical: 20/x2
special properties: Extra damage when set against a charging character (pg. 144)
Boar Spear (Thrown):
to hit: +0
damage: 1d8
critical: 20/x2
range: 10 ft.
special properties: Extra damage when set against a charging character (pg. 144)
Crossbow (Light):
to hit: +0
damage: 1d8
critical: 19-20/x2
range: 80 ft.
Dagger (Punching):
to hit: +0
damage: 1d4
critical: 20/x3
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Spear (Boar) 1 8lbs Special: Extra damage when set against a charging character (pg. 144)
Outfit (Peasant's) 1 2lbs
Tanglefoot Bag 1 4lbs
Dagger (Punching) 1 1lbs
Backpack (7 lbs.)
Rations (Trail/Per Day) 4 4lbs
Sunrod 1 1lbs
Waterskin 1 0lbs
Waterskin (0 lbs.)
Pouch (Belt) (0.5 lbs.)
Candle 10 0lbs Special: Increases light level (5') for 1 hr.
Spell Component Pouch (2 lbs.)
Crossbow (Light) (5 lbs.)
Bolts (Crossbow/10) 1 1lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Witch Spells

SPELLBOOKNAME0

SPELLBOOKNAME2

Level 0
Touch of Fatigue (Necromancy) - 1 per day

Level 1
Mage Armor (Conjuration) - 1 per day
Summon Monster I (Conjuration) - 1 per day

I need suggestion what spells shall I prepare, and suggestion how to use witch for buff/debuff, and as healer when needed.

Thanks!

Scarab Sages RPG Superstar 2015 Top 16

what are your hexes?

I assume healing is one since you want to be medic.

The Exchange

If you want to Debuff, pick up Evil Eye, Cackle, and Misfortune.

If you want to wreck enemies' days, pick up Slumber.

If you want to buff, pick up Fortune, Cackle, and Heal.

I probably wouldn't pick up Heal as one of my first hexes, I'd just use Wands of Cure Light Wounds. Later though, when it gets stronger, it's a lot more useful for sure.

My witch (not a medic), took Evil Eye, then for his two level one feats, Extra Hex (Cackle), Extra Hex (Slumber), and for his second level hex Misfortune.


For a medic witch, you definitely want the "Healing" hex.
For that hex, remember that you can use it once per day on every individual person, so you won't have to waste any resources to heal NPCs. You could literally walk through an army of wounded soldier and heal every single one of them.

Other hexes depend on what you want to do when you're not busy healing people. There are some buff options, some debuff options, and some social stuff. Personally, I also like the "Flight" hex, which is quite handy when you want to reach high places (and starting at 1st level, it completely protects you from falling damage while you're conscious.

I'd only take the Extra Hex feat if you really need it. Other good choices are feats that keep you alive long enough to deal out your healing.

As for spells, since you're playing a Hedge Witch, you won't have to prepare any cures. Hedge Witches can cast those spontaneously. (speaking of that, you won't want to use too many hexes that need other hexes to work well, because you'll get less hexes anyway)
What you prepare again depends on what you want to do when you're not healing, I'd recommend going for the same theme as your hex choices, so you can focus on one concept plus the healing.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

The insteresting question is that if you want to play a Mythic Hedge Witch, would you have to learn the specific Cure spells to learn and cast mythic versions of them. My initial reading would say yes.

Shadow Lodge

I have a Half-Elven Hedge Witch right now, and I love reminding people that I am helping! She has the Ancestor Patron: that gives her things like 'Bless' and 'Prayer'.*Currently, she is 6th level* While not healing spells, these spells and others tend to help alleviate/eliminate the need to heal party members by making them harder to hurt and making enemies less effective, damage-wise. As soon as I hit 6th, I took Remove Curse and Remove Disease.

At 1st level, I didn't really keep cure-light prepared, but I did make sure it was one of the first ones known to my familiar. The Healing hex has been my best friend from the first. I never hurts to have more than one source of that spell available! Also, once you get some extra gold in your coffers, the Chirugeon's Kit from Ultimate Equipment is a nice little bag of helpful too.

CHIRURGEON'S KIT
Price 400 gp; Weight 4 lbs.
This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.

Most of the things in that are good for what might ales a party member or two. I would also recommend keeping your skill ranks in Heal at level.

Have you looked at the Guide to the Class Guides in the Advice forums? I used some of the tactics they suggested for debuff and some not well recommended *Healer, remember...?* buffing stuff. just keep in mind, the restrictions for PFS play.


Kezzie Redlioness wrote:
At 1st level, I didn't really keep cure-light prepared, but I did make sure it was one of the first ones known to my familiar.

Why? You're a Hedge Witch, Hedge Witches don't need to learn Cure spells:

Ultimate Magic wrote:
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell.

Sovereign Court

Andreas Forster wrote:
Kezzie Redlioness wrote:
At 1st level, I didn't really keep cure-light prepared, but I did make sure it was one of the first ones known to my familiar.

Why? You're a Hedge Witch, Hedge Witches don't need to learn Cure spells:

Ultimate Magic wrote:
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell.

The only reasoning I can think of is that so the witch can activate CLW wands with no check. Never mind; I forgot it was "on the list" and not "can cast." Yeah, never mind.

Grand Lodge

Thank you for your answers.

I just need to ask you,. What spells do you suggest me to prepare?

Thanks for links to guide "how to play...", I will study them.

Scarab Sages

mamba wrote:

Thank you for your answers.

I just need to ask you,. What spells do you suggest me to prepare?

Thanks for links to guide "how to play...", I will study them.

It sort of depends on what else is in the party. For example, if you have a saving-throw-required offensive caster, ill omen is nice. If you are the only arcane - then you may be the swarm attack, so burning hands is nice. Look at your party and change your spell load based on what is missing (would be my suggestion)

Also, there is a reason to both learn and memorize cure spells, that doesn't apply so much for cure light wounds. That reason is if you plan to use metamagic rods. If you are spontaneously casting your cure spells and you use a rod - the spell cast becomes a full-round action; where if you memorize the spell it remains a standard action.

I have a cleric who memorizes a cure serious wounds to use with a lesser rod of reach, in case I need to move and cast. Eventually you might decide to do the same.

RPG Superstar 2013 Top 16

1 person marked this as FAQ candidate.
mamba wrote:

If you are spontaneously casting your cure spells and you use a rod - the spell cast becomes a full-round action; where if you memorize the spell it remains a standard action.

That rule gets cited a lot, but as far as I can tell, that isn't actually true. The description of metamagic rods (in both the CRB and the more recent Ultimate Equipment) only specifies that Sorcerers take a full-round action when using a rod. It doesn't say anything about spontaneous casting in general.

Grand Lodge

For spells to prepare, set up a basic "generic adventuring list" of spells that are useful in most circumstances.

Then, at the beginning of the game, consult with any other spellcasters, and fine-tune your spells prepared list, if the setup allows.

Remember that fine-tuning can also involve checking with the non-casters in the party, as they may have requests or ideas for you, as well. They may also have a wand they want you to use on them, either CLW or some favored buff spell, like Enlarge Person...

Scarab Sages

RainyDayNinja wrote:
mamba wrote:

If you are spontaneously casting your cure spells and you use a rod - the spell cast becomes a full-round action; where if you memorize the spell it remains a standard action.

That rule gets cited a lot, but as far as I can tell, that isn't actually true. The description of metamagic rods (in both the CRB and the more recent Ultimate Equipment) only specifies that Sorcerers take a full-round action when using a rod. It doesn't say anything about spontaneous casting in general.

It may not be official - would be good to know so I can cite in the future - but a whole lot of GMs say it is so, even for my cleric converting to cures -

Grand Lodge

I need to level up my Witch 1 class character to level 2 character.

I am thinking of giving my character MULTICLASS ability; Witch1 and Alchemist1 Class.

My stats are:
Strength = 7
Dexterity = 10
Constitution = 12
Intelligence = 20
Wisdom = 14
Charisma = 11

As I can see, I am getting loads of skills (10 as Alchemist with +5 INT) where I will spend them all on Knowledge, Alchemy, Perception, Spellcraft...

On next leveling I am considering to go for:
lvl3) Witch2, Alchemist1
lvl4) Witch2, Alchemist2
lvl5) Witch3, Alchemist2
lvl6) Witch4, Alchemist2
lvl7) Witch4, Alchemist3
lvl8) Witch4, Alchemist4

From this point I will keep Alchemist on 4th level and will level up only witch class of my character

What do you think?


What is your intent for the four Alchemist levels? What abilities are you trying to get that way? Witch/Alchemist doesn't really have a lot of synergy, despite having the same casting stat. In addition, your lack of physical stats will hurt what an Alchemist does, which is either wade into melee with mutagen or throw bombs (yes, you're hitting touch AC, but regardless). I'd definitely suggest staying single-class witch, or re-rolling your character's stats entirely.

Dark Archive

mamba wrote:

I need to level up my Witch 1 class character to level 2 character.

I am thinking of giving my character MULTICLASS ability; Witch1 and Alchemist1 Class.

My stats are:
Strength = 7
Dexterity = 10
Constitution = 12
Intelligence = 20
Wisdom = 14
Charisma = 11

As I can see, I am getting loads of skills (10 as Alchemist with +5 INT) where I will spend them all on Knowledge, Alchemy, Perception, Spellcraft...

On next leveling I am considering to go for:
lvl3) Witch2, Alchemist1
lvl4) Witch2, Alchemist2
lvl5) Witch3, Alchemist2
lvl6) Witch4, Alchemist2
lvl7) Witch4, Alchemist3
lvl8) Witch4, Alchemist4

From this point I will keep Alchemist on 4th level and will level up only witch class of my character

What do you think?

It honestly looks like you are giving up 4 levels of Witch for a few points in skills.

Why ever would you want to do that? You'll always be 2 levels of spells behind, your hexes will be weaker, you'll double the amount of equipment you have to carry around and your survivability will stink.
What are you hoping to get out of this?

Grand Lodge

Rei wrote:
In addition, your lack of physical stats will hurt what an Alchemist does, which is either wade into melee with mutagen or throw bombs (yes, you're hitting touch AC, but regardless). I'd definitely suggest staying single-class witch, or re-rolling your character's stats entirely.

Ok, what stats will you suggest (for my next character if I will go for multiclass)?

It is now over for this character, as I will need to upgrade it to lvl2 with current stats due PFS rules.

I am not planing to go into melee with my character, as it is fully support/debuff character.

I am hoping to get ranged (hmm... bombs) attack, as I am unable to hurt non mind creatures (stone characters and/or statues, for example).
I have hexes (Witch1):
Healing
Evil Eye
Cackle

No ranged or melee weapons (as my character is weak = STR 7), except boar spear (this weapon is presented like stick/branch with sharp peak)

Any other suggestion, as I will love to have abilities as witch and ability to create/throw bombs and using mutagen.

Shall I multiclass only on one level for alchemist instead of four?


Don't multiclass into alchemist at all. Stay pure witch.


mamba wrote:


I am hoping to get ranged (hmm... bombs) attack, as I am unable to hurt non mind creatures (stone characters and/or statues, for example).
I have hexes (Witch1):
Healing
Evil Eye
Cackle

No ranged or melee weapons (as my character is weak = STR 7), except boar spear (this weapon is presented like stick/branch with sharp peak)

Any other suggestion, as I will love to have abilities as witch and ability to create/throw bombs and using mutagen.

Shall I multiclass only on one level for alchemist instead of four?

Personally I wouldn't multiclass as a witch it hurts, I would even say it hurts the witch more than any other full caster. I usually forget my PFS witch has spells, my hexes tend to be a bit more helpful in those situations. I highly suggest Prehensile Hair, while yes its a melee attack it does use your intelligence and it has reach.

I've used it mainly to deliver touch spells, I've ran into quite a few people who won't let me use scar on them and Prehensile Hair has saved their lives time and again. I've also used it to keep things off of me, an inflict spell delivered via my hair usually has creatures thinking twice before getting close to me. I would suggest taking Prehensile Hair around level three and Flight at five, mind you my witch took flight early and at will feather fall and once per day levitate has saved her quite often.

Grand Lodge

I will post this as my Witch character: Feiya from now on...

OK, thanks guys... I got it.
I will not multiclass my Witch character.

Thanks for hair tip (Prehensile Hair hex), I know that :)

I have now ability to heal any PC once per day as support.
Now, as you guys suggested I will not make my character for melee or ranged attacker (what I wanted with multiclassing)
I will continue to build debuff witch, and I am doubt what hex to take; Slumber or Misfortune...
I can take only one HEX at second level.

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