Witch in limited book campaign?


Advice


I'm trying to play a witch on a new campaign i'm about to start. The main issue i'm having is the limited book selection and my DM's homebrew rule to make slumber a range-touch & not a SU.

I'm wondering if you all think a decent witch character can be made while only using,
- Core Rulebook
- Advanced Player's Guide
- Kingmaker Player Handbook
... that's it.

Any item from other books can only be individually decided by the DM and I. Class or Character options however are restricted to the above books.

Every strategy or plan i'm working around inevitably gets hit by a limited class abilities from the book limit. It's proving to be difficult, and i'm trying to figure out if it's worth it to simply try and maybe end up playing with a half fleshed out character, or not bother.

Thoughts?

Side note, we're starting at level 1, but i'm trying to get a generic plan up to level 10. I was initially thinking an Elf, and my raw int is only 15 to start.


As long as Evil Eye, Misfortune, and Cackle are still there, witches are strong in my opinion.

Slumber is strong, but it's overrated. Misfortune is the true nightmare.


Agreed, the debuffer role can be a HUGE game changer.

Slumber was just icing. Not being SU just means the occasional SR check, which as a caster you are probably buffing anyways. Touch attacks just means you should invest in some DEX, which as a caster you probably should be doing already. Not much has changed with the house rules.

I would try to bargain with the GM over getting a Corset of the Dire Witch and Blouse, Cackling Hag’s, out of UE as well. If they are going to be tapping you with the nerf bat, the item will help to make it a little more bearable when you have the money to get it.


The Witch was already a great class when nothing but Core + APG existed. Everything that came after that just made it even stronger.

Im not a fan of unlimited save or lose abilities as those are a pain for the GM. I'd never take Slumber (or at least not use it unless as a last resort in a pinch), so a nerf doesn't look bad to me. You can still be very effective with only Cackle, Evil Eye and Misfortune. Those are strong, too, but at least they are "only" save or sucks, improving the chances of your party greatly without just ending every combat.

As for the build, I'd just go with a few generic feats (Improved Initiative and the like) and focus on spells instead of Hexes. Get (Greater) Spell Focus and Metamagic (Reach for melee touch spells, Bouncing and Persistent for the many debuffs of the witch). Should keep you busy and effective for the first 10 levels or so. Consider Quicken Spell and Spell Perfection for higher levels.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Witch in limited book campaign? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice