| King_Of_The_Crossroads |
I've never played a witch beyond one or two sessions; the first attempted resulted in my character being killed by a dire rat in the first hour of the first game, while the second attempt didn't last due to the game being cancelled.
That being said, I've had opportunity, but the squishy nature of the witch makes me extremely nervous. They don't seem to have anything in the way of protection spells beyond Mage Armor.
To anyone who has experience playing the witch, how do you deal with their relative frailty? They seem to me to be even more fragile then the traditional wizard or sorcerer.
And while we're on the subject of witches, what do you think of their spell list? Again, not having much experience with them, their list seems to be kind of..."meh."
| King_Of_The_Crossroads |
On fixing squishyness: Prepare vanish and invisibility, get a higher Con than your Dex, use the Scarred Witch Doctor archetype, and stay in the back rank!
On spell list: They have quite a few handy spells; remember that hexes cover many weaknesses.
Witches don't have vanish or invisibility on their spell list.
Nefreet
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I have a Wayang Witch I enjoy immensely. Wayangs have a 1/day alternate racial trait that works like Vanish, but it's (Su) instead of (Sp), so you can use it to gtfo in an emergency.
I also carry a potion of Gaseous Form for if I'm grappled.
I bought a +1 Mithral Buckler and +1 Ceremonial Robes as soon as I had the cash, and carried around potions of Shield of Faith before I got a Ring of Protection.
Be mindful of terrain. Put either a party member or and obstacle in between you and the BBEG to maximize cover bonuses. Get out of Fireball formation the moment combat starts.
I gave my guy a 14 Con as well, and FCBs have all gone to HP. Maybe consider taking Toughness. Definitely get a belt of Constitution asap.
It's worked for me so far, and I just leveled to 6, hope my advice helps you, too!
| Adamantine Dragon |
I play a witch with a con of 10. He's been as survivable as a wizard so far. Far more survivable than the wizards I used to run in 2e.
Now he hides a lot. He spent an entire encounter essentially hiding behind a log one time. He used his hexes from there so he contributed, but he was under cover.
But that's what you do if you're a squishy spellcaster with limited magical ability and no real martial options.
I sort of enjoy it, frankly.
| SlimGauge |
My witch keeps Spite / Vampiric Touch combo cast. This mostly works against someone running up and hitting me, but the weakness of this against a ranged attacker (an mythic alchemist) was brought home to me when I was hit with a LOT of firebombs. If I hadn't been an Tiefling with resist fire, I'd have been dead.
Reynard_the_fox
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Some of the Patrons grant good defensive spells. I believe one of them gives you Mirror Image, which is my go-to defensive buff for wizards of all levels.
Failing that, Summon Monster is your friend. Keeping a few meatshields between you and the enemy is a great way to be able to stay within 30 feet without getting charged and crushed.
Mathwei ap Niall
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My witch keeps Spite / Vampiric Touch combo cast. This mostly works against someone running up and hitting me, but the weakness of this against a ranged attacker (an mythic alchemist) was brought home to me when I was hit with a LOT of firebombs. If I hadn't been an Tiefling with resist fire, I'd have been dead.
Spite/Vampiric touch used to be my goto until we crunched the numbers. By the time you get it it will lack the bite to stop any target from actually killing you on a full attack plus it's frighteningly expensive to keep up.
a better combo which can be done much earlier is the Spell Storing armor with Bestow curse in it. And before you ask you use the other rules from the game mastery guide to hit your attacker with Amnesia.
This strips the target of all memories PLUS all class abilities, feats and skills which should REALLY cut back on his ability to do massive damage to you while (if you're cunning) making it easy to recruit the target onto your side.
As for ranged attacks, well that's what scrolls of wind wall and
darkness are for (UMD is a class skill for a reason) especially if you have a familiar with a good UMD score.
| Morgan Champion |
The Deception and Spirits patrons both have invisibility on their lists of patron spells (though it's only gained at 4th level).
Check here for a list of spells each patron provides.
| SlimGauge |
Spite/Vampiric touch used to be my goto until we crunched the numbers. By the time you get it it will lack the bite to stop any target from actually killing you on a full attack plus it's frighteningly expensive to keep up.
I only expect it to stop (well, not stop, but mitigate) the single attack after moving. I have no intention of sticking around for the full attack afterwards ! I might cast defensively and teleport/dim-door away or if I know the critter can't see in the dark I'll use my darkness SLA.
pH unbalanced
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I'll second the suggestions for 'False Life' and the Patron with 'Mirror Image' (Trickery, I believe).
Consider the Prehensile Hair Hex. It lets you make touch attacks at reach, as well as being a decent attack in and of itself if you're specced that way. Healing Hex is also a nice emergency pick-me-up.
My current build is really bizarre (Half-Elf Rogue/Witch/Arcane Trickster), but if you can grab something like Laughing Touch (Eldritch Heritage/Fey Bloodline) which essentially staggers someone with no save, then you have a quick escape option from enemies who get too close.