| Darth That Guy |
I am playing a human witch in a Serpent's Skull Pathfinder campaign. We are level 2 now, but the other day was my first session with this group. I have very limited experience with tabletop RP games, and most of it has been D&D not Pathfinder, and on top of that I have never played an arcane caster. Our party consists of Fighter, Barbarian, Monk, Cleric, Wizard, and now the Witch.
When I played, I realized I had no idea what I was doing LOL. It dawned on me that in this campaign we are going to be facing a lot of ghostly things, undead, and jungle/animal creatures. For those who don't know, most of the Witch's spells and hexes are centered around mind affecting etc, and anything undead, ghostly, skeleton, jungle creature/animal are unaffected by such spells and hexes.
Afterwards I tried to see if my DM would allow me to switch to a combat role like Ranger or Paladin but he said there are too many combatty guys right now, and told me to stick with Witch or other arcane caster. I really like the Witch despite her uselessness in the session (btw she came within 5 points of dying - had I not told the Fighter to grab my light cross bow to reach the electric serpent 15 feet in the tree and kill him, I might have actually died lol.)
So here is what I want to do. I'd like to know from you all, what are the best spell categories (enchantment, conjuration, etc) to use against the types of enemies I listed above. Obviously any spell category that deals with mind affecting is out the window. Once I have feedback from you all, I am going to use my two feats to take spell focus and greater spell focus in whatever I feel is the best "school" of magic to use against them so that my Spell DC is +2.
I want her to be a Witch that can shut down one enemy at least, maybe more. I am not a big fan of the hexes right now. I had extra hex as both my feats, and was going to use Fortune, Misfortune, and Cackle, but I realized we move around way too much in combat for Cackle to be effective. So I am thinking of trading in my extra hexes for higher spell save DCs and just use Evil Eye and maybe Slumber as my Hexes right now.
SIDENOTE: Just to show you how much of a NOOB I am at spell casting and Pathfinder in general... I actually thought my Witch could cast/use 11 spells at 1st level. Yep. Go ahead and laugh. lol.
| Darth That Guy |
Or I could just roll a level 2 Sorcerer, that way I don't have to keep track of familiar and lose my spells if it gets killed. My DM was asking little questions here and there about him, so I suspect he plans on attacking it. LOL. What you guys think? What would be better in a Serpent's Skull campaign? Same advice would still apply. Thanks.
| Snowblind |
Minor point, animals are affected fine by mind affecting so long as they aren't mindless. I don't know of any mindless animals, so slumber should wreck them (animals have terrible Will).
Use fortune and misfortune a lot. Misfortune isn't mind affecting, and fortune is a buff hex. Combine with cackle for really horrific debuffs and amazing buffs. Use Hex Vulnerability so you can apply fortune multiple times a day per PC.
If you are spamming mind affecting Hexes against things vulnerable to them, that should leave you with most of your spell slots for contributing in encounters with things that are immune. Witch lacks options before 3rd level(when glitterdust becomes available), but Enlarge Person is a good buff on str based martials, and you could also use Snowball if the GM allows it .
Dafydd
|
Well,I like a Cold focus for witches. Winter Witch (archetype, prestige class) and the cold patron but that is up to you.
To do this, Elemental Focus, Greater Elemental Focus, Witch Knife (only useful for patron spells) and then you can look to see the school of them. Think it is mostly Evocation and Transmutation but it has been a while since I checked.
Also note that it will matter very little what you do. There are 2 full casters and 3 martials in the group. There are still roles you can play, but time in a spotlight will be short and sporadic, for you and the other players.
| Doomed Hero |
I'm playing a Witch in a serpent skull game also. We're 8th level now. Here's what I've learned-
Pick up Fortune Hex and Cackle. When facing anything immune to Slumber Hex, just stand back an laugh. Let the party do the work. They'll love you for it. Later, pick up Misfortune or Evil Eye. Not much are immune to those.
Ill Omen is your best spell for a long time. Heck, it's still good in the game I'm in. When used right, it's absolutely devastating. If there's another caster in the group, coordinate your actions. Hit the enemy with Ill Omen right before the other caster is about to hit the enemy with something really debilitating. A Wand of Ill Omen is a fantastic investment. If anyone in the group has full ranks in UMD, having them use an Ill Omen wand right before you Slumber Hex will flat out end most encounters. If your Familiar can use UMD, they can do it for you. If you can make an intelligent item that can cast Ill Omen three times a day, you'll have a one-two punch that will trivialize many encounters.
Create Treasure Map is awesome. In a game that is pretty much all about following an ancient map through the jungle, it adds a lot of cool flavor.
The combination of Blood Money and Masterwork Transformation will go a long way towards mitigating the fact that there are very few placed to buy equipment in Serpent Skull. It's also very witch-y and thematic to do a blood ritual to improve weapons.
Don't dump charisma. At 6th level pick up Spirit Talker. Use it to gain the Shaman Lore Spirit ability that gives you access to Wizard spells. This will increase your utility a lot.
| Cap. Darling |
Witches have summoning. That is great Against undead all the Way to the top.. Chill touch and burning hands are on at level two also Against undead. You have lots of good buff spells.
If you Decide to change to another class i suggest a arcanist School savant(evocation admixture) a very powerfull and easy to play full caster.
| Darth That Guy |
Wow thanks for the feed back guys. I think I'll keep the Witch for now.
Now about the Blood Rituals and stuff, when can I do that to improve my party's weapon(s)? I for got to mention that our DM is only allowing CRB and APG. So if any of those things you guys posted fall outside of that, I won't be able to do.
Also, I think I will use Unseen Servant and hand him a wooden shield when I summon him, since it is less that 20 pounds. I know he can not do anything with it except just hold it, and I know it won't boost my AC, but what it will do is provide some type of cover for me against archers or anyone throwing spears and stuff my way. Is this a good tactic and viable? I'll only use it for that purpose and for distractions. We already faced some spear tossing cannibals last week.
I am also thinking of using Spectral Hand, since it can deliver touch attacks and spells for me up to 100 feet away.
Any other spells I could use to vex enemies that may seek my demise?
| Rogar Stonebow |
That would only work with a Tower Shield, which is heavier than unseen servant can handle.
At low levels the Witch spell list isn't terribly good. Very little in the was of AoE or defense. Your best bet is to hide behind party members and toss Debuffs on the biggest bad guy.
Actually a tower shield for a small creature is within the weight limit I think.
| TGMaxMaxer |
Take a single level of Crossblooded Sorcerer. Take the Undead and Serpentine bloodlines.
Now, all your mind affecting spells work on corporeal undead, beasts, magical beasts, and monstrous humanoids just fine.
(Note: Does not apply to hexes, but seriously expands your ability)
So long as you have a Cha of 11, you also get another 3 spells per day that I would use for something that has no save and is utility. It also gets you Disrupt Undead, Acid Splash, and Ray of Frost cantrips available to you.
| Darth That Guy |
Why would a wooden shield not provide some type of cover or concealment? I know it wouldn't provide full cover, but why not 1/2 or even 1/4? If someone is hiding behind a bush, they get some type of concealment. I'm trying to look at it from a practical standpoint. If I am a archer and I have six targets to choose from, and one of them is somewhere behind a floating wooden shield which doesn't allow me to full see them, I'm going to go for an easier-to-hit enemy, like the fighter, barbarian, monk, cleric, or even the wizard of the party that has no shield or armor. How is it different than my witch simply getting behind someone and using them as a shield? Thanks for all the help and advise thus far.
Thanks for the suggestion, TGMaxMaxer. I am looking into it. :-)
Lincoln Hills
|
By the principle of contagious magic, a 'creature' includes its 'possessions'. (Otherwise ordinary clothing would provide cover too.) Other 'creatures' are themselves, not part of 'you' in the magical sense. I suppose in theory you could make a shield that provides 'cover' using sixty or seventy hamsters and some glue, but -
No. Wait. Forget I said anything.
As far as your adventures including "lots" of creatures immune to mind-affecting hexes, you're never going to escape that problem. This common immunity is one of the trade-offs for the fact that they're basically one-hit knockouts for some fights. But I think you'll be okay for Skull & Shackles, partly because the later adventures include a lot more humanoids, but also because you've (a) identified a weakness, and (b) intend to alleviate it. Pick your spells as you level in a way that covers the weaknesses of your hexes - and don't forget to put in a bid for any scrolls that you might be able to use to widen your selection. Your wizard ally might even have a few spells that he can transcribe for you to augment your options.
Mark Ligon
|
Hexes
Fortune and Cackle, are great in this type of situation, a free re-roll once a round can be a powerful thing. Hex your party up and stand in the back and laugh, they will enjoy it.
Healing is great hex, combined with a Caster Level 2 Wand of Hex Vulnerability and you have one of the cheapest way for down time healing. Talk your party into help buy a couple of those wands, as it also can be applied to Fortune.
Flight at 5th level is a must, mobility is king.
Spells
I didn’t see what patron you picked, but for a witch that cannot use her mind affecting spells as much I would suggest one like Elements, to increase your offensive capabilities.
Offensive wise, spells like Burning Hands, Ear-Piercing Scream and Snowball are great ways to get some damage out.
Throw Enlarge Person on the Fighter and with his reach weapon he can control the battle. The Monk will love the increased damage from Enlarge. If the Ranger is archery based, have them pick up some large arrows for Enlarge. Once you have them addicted to Enlarge, talk the melee types into purchasing you a couple of 1st Pearls of Power to feed their addiction.
I like to think of the Witch as the little sister to Wizard, her spells list is themed and definitely driven towards the mind affects. But there is versatility on her list you just have to be creative with it. Keep in mind that a witch learns spells cheaper than any other arcane caster, so you can have a wide array of spells to pick from.
Familiar
If you GM is going to be “that guy” and go after your Familiar. I would pick up a Familiar satchel soon, to keep it close at hand. I personally don’t like using my familiar to deliver spells as a witch, they mean to much to the class to risk.
| Cevah |
Check out the gravewalker archetype. Handles the undead thing nicely.
The Element's patron spells are also good for damaging undead.
Healing Hex causes damage once per undead creature per 24 hours. Small, but better than nothing. Also helps your party. Hex Vulnerability greatly helps here.
Witches are great de-buffers. They can be buffers as well.
Check out the several guides on Witches for more ideas.
/cevah