
Timdog |
I've been bouncing around an idea for a Gravewalker Witch wanted to see if we get some advice as i've never played a witch before.
Let me note i know its not optimal to have the stats as listed. It's nmore for RP flavor - i want a physically small and weak yet very attractive/strong of personality character who can Bluff and/or Intimidate her way out of trouble. I've assumed a 25 point buy in becasue that's usually where we start, but i cannot drop anything below 10 except for by racial modifiers.
Wayang Gravewalker witch – shadow patron
Str 10
Dex 13
Con 10
Int 20
Wis 8
Cha 15
1 spell focus necro
3 greater spell focus necro
5 tattoo necro or Ability focus
7 Accursed Hex
9 persistent spell or Extra hex (Misfortune)
11 Split hex
2 Evil Eye
6 Cackle
10 not sure yet
Shadow Patron is so i can focus on necromatic spells and still be able to pull out "other" spell effects via the shadow spells.

avr |

There are traits which let you use Int for social skills IIRC, but if your concept is high charisma never mind.
With the shadow patron and gravewalker you're not going to have much in the way of defensive spells. You have almost no defensive ability without spells. Make sure your party is willing to devote enough resources to protecting you I guess, at least until you have a full set of zombie meatshields. Spell storing bracers of armor and other defensive items will be important too.

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You can extend the reach of your few hexes via the spell Barrow Haze or by taking the feat amplified hex. Unfortunately, your hex power is basically nonexistant. Without at least one or two other relevant hexes, those will likely be wasted feats or spell slots. A single hex that you're built around is OK. But it would need to be a solid strategy.
If you are going to rely so heavily on patron spells that require a DC, consider the feat witch knife to push those dc's up by 1. This works well when a patron offers all or mostly spells of a single school such as shadow and trickery and even better if you take spell focus in said school. Unlike the trickery domain, the shadow domain is very proactive so most spells you cast with those spells require a save right away, trickery can readily not require a save until creatures substantially interact with your illusions. Save dc's are there for much more important for someone with that patron.
As a witch, I am loathe to suggest any major focus on spells over hexes as much of what the witch has to offer that is different or better than a wizard or soceror are the hexes. So when you give any number of those up, you have to consider what you are gaining in return that keeps you mechanically different from other full casters.
To put this into perspective
The witch essentially has two class features: spells and hexes.
Other full casters (except the shaman) have superior spell lists.
So your real advantage here are your hexes. This is what makes the witch class different for the most part. You chose a gravewalker so you gained a few spells a wizard could already cast that you couldn't and unlike other witches you have a bonded item which let's you cast touch spells as ranged touch within the range of your aura of desecration. You can possess undead within an area eventually extending to 70 feat as kong as you already control them and you basically get the command undead feat for free. But you lose your first, fourth, and eight level hexes for this. This means you have your second and sixth level hexes to work with and any undead you nab. Your strategy should likely involve using spells and hexes to buff and empower your undead that you are heavily invested in (inflict light wounds, fortune, ward, aura of purity, gas spells) and you will almost need extra hex to have any relevant hexes for this to work. Otherwise, you can just play another class and emulate most of these effects and more.
Being a witch means you need to take advantage of what you have that a wizard or cleric doesn't or you're wasting your time with the theme and gaining nothing but flavor.
PS: last minute thoughts.
Barrow haze + Disguise: affect targets with your hexes without being seen. Disguise yourself as one of the enemies.
Barrow haze + prehensile hair: attack enemies at safe range via hair and touch spells while they cannot see you to retaliate.