| Tzimiscar |
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The party just reached lvl 11 and debuffing becomes great. An unlimited amount of safe & suck (evil eye/misfortune) or save & die (tomb(fort)/sleep(wil) and a nice selection of spells with similar effect. A nice offense, the defense, well... few hp, bad ac, bad saves so all the debuffing will not happen after round two, as a dead witch can't hex. What spells can help you here?
Personal buffs
Mage Armor (L1) - AC, never leave the house without it.
False Life (L2) - For that fireball
Iron Skin (L2) - AC, nat armor, duration could be a problem and not really worth it in a fight. I doubt that AC really is the go to. P.s. of course I overlooked that spell...
Vampiric Touch (L3)- For the spell storing armor, might add the hp to survive that attack. Of course against undead both get hp...
Curse (L3) follows much the same idea. Don't do anything 50% of the time.
Feast on fear (5) - Arguably a buff. Situational, the fear effect has style, the extra life is nice though very situational
Dust Form (6) - Finally an option worth casting during combat. An optoin to gamble that the save or die hits before you're hit
*Swarm Skin(6) - Now you get to be an annoying swarm. You stay alive as long as a single swarm survives, right?
Basically Mage Armor and False Life and Dust Form in a pinch. Thus my first question: What other spells can be used to survive?
Buffs for everyone
What Buffs are worthwhile?
Of course there is the fortune Hex. Always an interesting question when to use it to greatest effect. More suited towards a critical skill check like use (mac guffin) magic divice, sense motives (yes, you are screwed) disarm trap (stop disarming with your face) so you can fail twice as often. Ward might be good at lower level but by know the bonus would not stack.
Used Enlarge (L1) a few times on our fighter, but not too sure where the great advantage is.
Heroism (L3) - Saves, Ac basically everything... oh, goes only of one person and adds to attack. Goes on someone else, wonder if it's good enough to prepare multiple times/day. Is greater heroism(L6) worth it learning next level?
Summon monster:
Latern archon(3)-aid(save vs fear, temp hp, +1at)
Hound Archon (4)-circle against evil - saves/Ac against evil creatures
Azata, Lilin (6)-Inspire Courage (+2 At/Dmg for all) as a move action
Honorable mention: Positive Energy Elemental (Cleric loves the aura)
Am I right that the best buff-spell on the list is Summon Monster(6)?
What other good buffs exist on the spell list?
| Gregory Connolly |
By 11th level some of most characters defense is going to come from items instead of intrinsic abilities.
Critical negating headgear is helpful, many characters end up with a Jingasa of the Fortunate Soldier.
Shield, Reduce Person, Blur, Mirror Image, Barkskin, Shield of Faith, Displacement, Invisibility, and others can be gotten as potions or wands. If you are any good at UMD wands open up a lot of good buffs. Potions are great for all characters, I think they are undervalued by many.
Greater False Life will give even more HP, your call if the higher level slot is worth it.
Heroism is indeed worth having up for almost everybody all the time, mostly for the saving throw bonus.
Persistent Vigor is a great buff, it doesn't last too long, but immunity to nauseated is really nice. The fact that it will save you if you go negative and stops bleed effects is pretty neat too.
Named Bullet and Greater Named Bullet are lights out good if you have a ranged character to work with. Despite the name of the spell it works with any kind of ammunition or thrown weapon. Not great for random encounters, but perfect for boss fights.
| Cavall |
Well your greatest buff as a witch is Scar Hex. With this your hexes will effect your allies from a much greater distance. This makes you a ranged healer.
Ward, at lower levels, is invaluable. Because it lasts until used up, reapply as needed.
Mage armour isn't just for you. Animal companions will be your best friends for it.
I liked Ice Body, myself. That's a lot later level.
Oh. Find everything hilarious. Because between split hex, cackle and fortune... you're an inedible buffer in but a few rounds. Nothing beats a re roll. Nothing. From saves to skill checks to rech3cking crit. Re rolls!
I played a witch up to 17. I found using flight, my hair and grabbing the archers (all the time cackling and healing with hexes...) I was an incredible buffer
Fruian Thistlefoot
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Good Buffs to have up and that I use on my level 10 Gluttony Wizard going through RotRL are:
Arcane Bond: Ring of Invisibility
(This is active unless in social situation so you can count it as Invisibility spell)
Read magic
Breeze
Mage Armor
Defending Bone
False Life
Arcane Sight (I plan to permanency this and darkvision eventually)
Fly + Lesser rod of Extend spell (only 3k gold and so worth it)
I sometimes have a Summoned Accuser up to do some scouting and relaying everything to me with his special power. Then I make use of His SLAs the best I can.
A few witch buffs that are very good:
DEATH KNELL (my necromancer wishes he had this spell.)
See invisibility (always handy to have on a scroll.)
Death Ward (this is nice to have on a scroll or prepared if fighting negative energy enemies)
THREE FOLD ASPECT (this spell is good...it really is)
Marionette Possession + any personal Spell (gets some amazing buffs on your allies they typically would not get...See above suggestion)
| Tzimiscar |
Great ideas so far, thank you.
Word on hexes:
No scar hex, not that the characters would allow it.
Fortune is great, but a 1/day thing - for a pinch or the bbeg.
Flight Hex - awesome mobility, lifesaver
Healing Hex - live saver, came in handy against undead
Hair - Touch spells at a distant, not really used, but the idea is nice
Hex vulnerability - How did I missed that spell? Combined with fortune it becomes nearly game braking. A free re roll every round of combat, every fight. Though one guess who becomes the focus target?
Ward will be bought next time in town, but used in moderation/combined with healing hex, least the dm drops rocks.
Wards are a good idea, have to raise my UMD a bit. A DC20 check if you don't know the spell, and on a 1 the ward won't work a day, right?
Mirror Image, Barkskin, Shield of Faith, Displacement, Invisibility - all not on the spell list, especially Mirror Image is missed.
Ice Body is nice, as is dust form though I rather had something else in my highest lvl slot. Same reason I hesitate a bit to get greater false life, thought I might do it.
Heroism
The slots are a reason why Heroism can't be up for everybody, all the time. With five characters in our group it would be all my slots, and would covers roughly 2 of 24 ours. That is plenty to rush through a dungeon, not so great when you're in dangerous territory not knowing when the next ambush will be. (hint, just a bit over 2 hours after the first time you buffed) A great spell for someone else - fighter(not to kill us) or scout(survive the 1 on disable trap). Somehow I like greater herosim worse, as it lasts only one fight on one person... might be worth that one time though
Persistent Vigor might be worth it, especially as poison might be a thing. Neutralise is on the same lvl, this is an alternative.
Named Bullet rather high slot and many restrictions, still might be worth it. Not quite as perfect for boss fights if that boss surprises you. Still, a method to help other partymembers, that's what I want.
Defending Bone - perfect. Might be a bit discussion as using the bones of your enemy screams evil but it's stylish too.
Death knell, just as Hex: cook people Awesome, but evil.
Threefold Aspect - Changing Stats and Apperance, don't have the spell quite yet. Probably can not be bought anywhere, getting it might be the problem.
Marionette Possesion - Would not exactly work in our group. Think, would you allow an associate to posses your body?
| Cevah |
Hex vulnerability - How did I missed that spell? Combined with fortune it becomes nearly game braking. A free re roll every round of combat, every fight. Though one guess who becomes the focus target?
Ward will be bought next time in town, but used in moderation/combined with healing hex, least the dm drops rocks.
Hex vulnerability + Healing Hex = massive HP healing. Get a wand of the spell.
Ward is a Hex, not a spell. As a deflection bonus, it does not stack with the ring.
Heroism
The slots are a reason why Heroism can't be up for everybody, all the time. With five characters in our group it would be all my slots, and would covers roughly 2 of 24 ours. That is plenty to rush through a dungeon, not so great when you're in dangerous territory not knowing when the next ambush will be. (hint, just a bit over 2 hours after the first time you buffed) A great spell for someone else - fighter(not to kill us) or scout(survive the 1 on disable trap). Somehow I like greater herosim worse, as it lasts only one fight on one person... might be worth that one time though
1) Pearl of Power. Tell everyone, you will carry 1 instance. If they buy the PoP, you will use it for them.
2) Rod of Extend, Lesser @ 3,000 gp. Double duration Heroism 3/day.
/cevah
| Tzimiscar |
You can basically get any spell by chosing the right patron. With haste and time stop time is arguably the best patron, though a party without a healer will be glad you took the healing patron for lesser restoration.
My patron is Elements. I know, hardly the best patron but flaming sphere came in handy against swarms, a fireball works targets reflex and works against undead and ice wall has it's uses. Besides I like the thematic, would pick it again.
I neither can nor want to change my patron in the game. Not that it would ever be a good idea to anger the powers that are able to grant supernatural abilities.
@ Cevah:
A ward of hex vulnerability is not a hex.
Ward of hex vulnerability + healing Hex = massive HP
Ward of hex vulnerability + fortune Hex = rerolls for the whole party
Chances of finding a ward of hex vulnerability = Chances of buying one. Such wards are rather rare, would porbably be a comission/side quest once we get to a city.
Speaking about hexes, is there a good major hex to support your party? At this point I doubt taking the ward hex at lvl 12 instead of say retribution or major healing is worth it.
1) Pearl is always a good idea. Can be used for other spells (dispell) and by others (cleric).
2) Good point, rod of extend, lesser should be usefull for quite a number of spells.
The group I'm in has good team work. Even if it had not, using heroism on the big guy that constantly stands between me and the bbeg seems like a good idea.
Ok, what nice can we do for our party?
Hexes:
Fly - Mobility is king
Ward - +2 Ac/saving throws for one guy (doesn't stack)
Ward of hex vulnerability + healing Hex - better than clw
Ward of hex vulnerability + fortune Hex + crackle - rerolls
Scar Hex + Healing Hex/Fortune - ranged healing
Spells:
For others:
Enlarge Person(1) - reach and strength for our big guy
Delay Poison(2) - Against certain enemies
Heroism (3) - +2AC/AT/Saves nice for everyone, even better for your tank
[Haste (3) - if you have the right patron]
Fly(3) - Mobility for Others
Named Bullet(4) - to create a sniper, for your ranged attacker
Death Ward (4) - against evil foes
For yourself:
Youthful Appearance(1) - No bonus whatsoever, but is there any chance any female would not take this? Ok... on to the real things.
Mage Armor (1) - Your AC
Defending Bone(2) - DR 5 and a use of all these skulls
False Life (2) - Extra HP
Blood Armor (2) - AC when hit, for certain caracters
Iron Skin (2) - Ac, short duration
See Invisibility(2) - better on a scroll
Honorable mention: Unnatural Lust(2), no I won't tell you why.
Spite (4) - stored touch spell, 250gp/use
Absorb Toxcity(4) - Eat your own medicin
Threefold Aspect (4) - Changing of Stats and apperance
Greater False Life (4) - More extra HP
Persistent Vigor (4) - against conditions, and fast healing(2)
Rubberskin (5) - buldoging damage becomes nonlethal, strange spell
Dust Form(6) - Miss Chance & More
Ice Body (7) - Immunities, DR and a lot of other nice effects
Marionette Possesion(3) - take over an ally and use personal spells
Questions:
Any other good buff spells on the witch spell list I missed?
Any good major hexes that help your allies?
Fruian Thistlefoot
|
Its a shame Marionette possession would be frowned upon in your group for 2 reasons.
1: It is not evil and should not be viewed as evil. You can change peoples minds in character as well. I convenienced the rogue of my group and after the first time another person said how useful it seems. You can built trust with a group after a few heroic deeds.
2: Your body is left laying there for another group member to watch over...you can always say hey if I do harm then kill my body. Usually good guys are OK with something if it helps accomplish goals.
| Gisher |
The Spirit Talker feat, which lets you select one Shaman Spirit Hex to use each day, is a great option for witches.
When it comes to improving your armor class, the Air Barrier Shaman Hex (Wind) is amazing. By level 11, it is providing a +8 armor bonus for 11 hours! And those hours don't even have to be consecutive; you just use it when you need to. By level 19 it is providing a +12 armor bonus. It's as if you could stack maxed out Bracers of Armor with Mage Armor.
Additionally, starting at level 13 it provides a 50% miss chance to virtually all ranged attacks - including rays! Unlike a lot of ranged attack countermeasures, this isn't limited to affecting only one attack per round. This makes flying in combat a much safer option.
And all of these benefits come with no ACP, no encumbrance, and 0% chance of spell failure!
| Gisher |
I believe it was discussed that hex vulnerability was not intended for beneficial hexes. I can't be assed to check where.
You are probably thinking of this post by James Jacobs. Of course, that is just his opinion rather than an official ruling.
| Cevah |
@ Cevah:
A ward of hex vulnerability is not a hex.
Ward of hex vulnerability + healing Hex = massive HP
Ward of hex vulnerability + fortune Hex = rerolls for the whole party
Chances of finding a ward of hex vulnerability = Chances of buying one. Such wards are rather rare, would porbably be a comission/side quest once we get to a city.
Speaking about hexes, is there a good major hex to support your party? At this point I doubt taking the ward hex at lvl 12 instead of say retribution or major healing is worth it.
...
Ok, what nice can we do for our party?
Hexes:
Fly - Mobility is king
Ward - +2 Ac/saving throws for one guy (doesn't stack)
Ward of hex vulnerability + healing Hex - better than clw
Ward of hex vulnerability + fortune Hex + crackle - rerolls
Scar Hex + Healing Hex/Fortune - ranged healing
What is this "Ward of hex vulnerability" you keep mentioning?
There is the hex "Ward"There are the spells "Hex Vulnerability" and "Hex Ward"
I don't understand what you mean.
Do you mean to say "Wand"?
Per magic item availability states:
Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort.
Combined with the table, any town of "Small town" or larger has 75% chance of having one.
At a "Large Town", you can find a 5th level caster, and have a chance at a caster with Craft Wand who can make you one if you have the spell.
For hexes, Agony is Nauseated(Fort), Beast Eye is great for scouting, Cook People(Evil) is great for long term buffing, Delicious Fright imposes shaken for 3+IntMod(or 1) rounds, Hag’s Eye gives you Arcane Eye, Hidden Home is great for hiding your base of operations, Major Healing can be used alongside of Healing, Retribution is great if you face enemies with large DPS, Waxen Image can be used to expend your standard to give the big DPS damage dealer a move into position for a full round attack on its turn.
/cevah