Feats for a Witch


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Can anyone suggest some excellent feats I could take for a witch? Top 3 feats when starting a character. I hope the answer isn't 1) Extra Hex. 2) Extra Hex. 3) Extra Hex. But if it is that's fine too, just looking for some recommendations.


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Extra hex is good and definitely a good one to pick at level one.
For higher levels, Quicken Spell is awesome, as with all spellcasters.
Reach spell has also proved to be very useful to allow to use touch spells more efficiently. I took it and even having prehensile hair it proved really useful (now at level 17 I usually have prepared a ranged Heal).
Extend spell (was that the name of the one who makes your spells last longer? I always mess up on this one) is great also for buffing and summoning creatures (and you'll probably want to summon a lot on higher levels as it is very useful against enemies who resist both your spells and hexes).
Improved initiative is also great specially if you are going to be buffing or debuffing.
If your GM allows it and you want to make a big use of some SoS hex like Slumber, ability focus to increase the saves is great.
Great Fortitude is also something to consider and Toughness if you want to focus a bit more on surviving.

Ah, and for higher levels, split hex is a great option too.

More if I remember more xD


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Improved Initiative- Go first, control the board

Potent Hex- +1 DC to all your Hexes

Split Hex- Your Level 10 Feat

Accursed Hex- Hexes you can only use 1/day on a target can now be used 2/day. So if they get lucky and roll that 20...Hit them again.

Extra Hex- More Hexes YaY!

Spell Focus- If your building upon a certain thing this helps. Enchantment, Necromancy, Evocation are good picks for builds focused on casting certain spells

Rime Spell- Cold Witch's best weapon. Rime will entangle Foes and you can destroy casters with it. A Rime Snowball as a counter to an enemy caster is amazing. 2 concentration checks and Entangled.

Spell Penetration- If you playing with the casting portions of the class this will come in handy...if your much more hex based then don't worry about it.

Toughness- Cause you do not have the same list as a wizard who gets mirror image and displacements.

Craft Wondrous Item- Best Craft feat in the game. You will love it, your group will love it, and you can make nifty items you may not find in a store.


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Accursed Hex is also a decent feat too, if you decide to take 1/day Save or Suck hexes.

**EDIT** Too many people taking levels in Ninja these days...


Oh, yeah, I forgot about accursed hex.
I didn't take it until recently (I am level 17 now) and I did OK without it as I didn't like to rely too much on Slumber and Ice Tomb, but I aggree it's a really good option.


Louise Bishop wrote:

Improved Initiative- Go first, control the board

Potent Hex- +1 DC to all your Hexes

Split Hex- Your Level 10 Feat

Accursed Hex- Hexes you can only use 1/day on a target can now be used 2/day. So if they get lucky and roll that 20...Hit them again.

Extra Hex- More Hexes YaY!

Spell Focus- If your building upon a certain thing this helps. Enchantment, Necromancy, Evocation are good picks for builds focused on casting certain spells

Rime Spell- Cold Witch's best weapon. Rime will entangle Foes and you can destroy casters with it. A Rime Snowball as a counter to an enemy caster is amazing. 2 concentration checks and Entangled.

Spell Penetration- If you playing with the casting portions of the class this will come in handy...if your much more hex based then don't worry about it.

Toughness- Cause you do not have the same list as a wizard who gets mirror image and displacements.

Craft Wondrous Item- Best Craft feat in the game. You will love it, your group will love it, and you can make nifty items you may not find in a store.

Great list thanks! Unfortunately my GM is official paizo material only so Potent Hex wouldn't work.


Whenever I make a witch extra hex seems like a poor use of feats in the long run. As you level, you get hexes anyway. If you've used extra hex to get the most attractive ones early, you have nothing left worth choosing later on. Retraining is an option if your GM allows it though.

Consider taking spirit talker at level 6. It's basically a super versatile extra hex because it gives you access to a shaman hex for 24 hours. The shaman hexes may not be on par with the witch's in terms of raw power but there are plenty of useful options to choose from.


I am level 17 and I have never regretted my extra hexes. There are enough of them to remain attractive.

You have to be effective at first levels too, and I never thought any of my options went useless with time.


A few questions. Are you using any archetypes, what is your race, what kind of campaign are you playing and what level do you expect to get to?

Im interested in reading people's suggestions as I'm playing a level 6 half orc hedge/herb witch and so far my feats have consisted of improved initiative and extra hex. In my case extra hex replaces the hexes I give up for the archetypes. We're almost at level 7 so I'm looking at feats, I'm leaning towards extra hex for either MIsfortune or Water Lung but part of me wants to take something more unusual like brilliant planner or leadership. As a herb witch I'd benefit from skill focus herbalism as it would improve my remedies but feats that boost numbers tend to bore me.

How do people feel about ritual hex?


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My 10th level beast-bonded witch currently has Ability Focus (slumber hex), Alertness (bonus), Accursed Hex, Extra Hex, Flyby Attack, Improved Familiar, Improved Initiative (bonus), and Split Hex. Her hexes are cackle, charm, fortune, misfortune, and slumber.

Most of these feats have already been mentioned. Ability Focus is of course golden if you're GM lets you take it. Accursed Hex is just a nice insurance policy for making sure you can take out those really nasty enemies. Extra Hex is... a hex, enough said. Split Hex doubles the effectiveness of your hexes, which is phenomenal.

Nobody's mentioned Improved Familiar yet, which is probably one of the more interesting choices available. My witch used it to get an aether elemental familiar, which she then possessed with Twin Soul. Obviously not the typical strategy, but the feat provides countless other options for the creative player.

Flyby Attack is another more out-of-the-box selection. If you have the Flight hex, overland flight, or otherwise have access to flight throughout the adventuring day, this could be a hidden gem. Now you don't have to put yourself near an enemy to use those close-range hexes and spells; you can just move within range, fire off the spell or hex, then keep flying to wherever you please. I've found that it greatly improves mobility and freedom of positioning - though to be fair, my witch's constant 80 ft. fly speed probably helps with that.


Evolved Familiar.


Witch Knife (+1 DC to patron spells) works well with some patrons like Shadow. Best if you're stacking with Greater Spell Focus and an eventual Spell Perfection for a +4 to DC.


Louise Bishop wrote:

Improved Initiative- Go first, control the board

Potent Hex- +1 DC to all your Hexes

Split Hex- Your Level 10 Feat

Accursed Hex- Hexes you can only use 1/day on a target can now be used 2/day. So if they get lucky and roll that 20...Hit them again.

Extra Hex- More Hexes YaY!

Spell Focus- If your building upon a certain thing this helps. Enchantment, Necromancy, Evocation are good picks for builds focused on casting certain spells

Rime Spell- Cold Witch's best weapon. Rime will entangle Foes and you can destroy casters with it. A Rime Snowball as a counter to an enemy caster is amazing. 2 concentration checks and Entangled.

Spell Penetration- If you playing with the casting portions of the class this will come in handy...if your much more hex based then don't worry about it.

Toughness- Cause you do not have the same list as a wizard who gets mirror image and displacements.

Craft Wondrous Item- Best Craft feat in the game. You will love it, your group will love it, and you can make nifty items you may not find in a store.

The Rime spell feat looks great, I will be playing Reign of Winter so I guess in order to make it work I would need to become a Winter Witch wouldn't I? I'm assuming many creatures will be immune to cold and I would need the winter witch to overcome the resistance eventually.


Yes, there are A LOT of enemies who are immune or highly resistent to cold. It can work, but you'd definitely should have a way to overcome the resistence.

If you decide to go for a Winter Witch, taking Elemental Focus (cold) as a feat can also be a good option. Elemental Focus+ Greater Elemental Focus + Winter Witch= +3 to the DC of your cold spells.


Does Spell Focus (evocation) stack with Elemental Focus?


It does. So you can get a +4 with the 4 feats, +5 if you are a Winter Witch using cold spells.
That makes rime spells really powerful.


I may point our fire elemental sorcerer in the direction of that feat though it isn't the most exciting.


Defensive combat training.


I once had a wizard with defensive combat training who had the highest CMD of the group. The explanation was that he enjoyed wrestling as a hobby.


Decimus Drake wrote:

A few questions. Are you using any archetypes, what is your race, what kind of campaign are you playing and what level do you expect to get to?

Im interested in reading people's suggestions as I'm playing a level 6 half orc hedge/herb witch and so far my feats have consisted of improved initiative and extra hex. In my case extra hex replaces the hexes I give up for the archetypes. We're almost at level 7 so I'm looking at feats, I'm leaning towards extra hex for either MIsfortune or Water Lung but part of me wants to take something more unusual like brilliant planner or leadership. As a herb witch I'd benefit from skill focus herbalism as it would improve my remedies but feats that boost numbers tend to bore me.

How do people feel about ritual hex?

Playing a Witch Invoker, Curse of the Crimson Throne campaign. Expecting it will go to level 18.


Improved Familiar.
Additional Traits
Crafting: strongest feats in the game


Perfect Tommy wrote:

Improved Familiar.

Additional Traits
Crafting: strongest feats in the game

Which traits do you suggest with additional traits? I currently have Reactionary.


Magical lineagr.
Wayan spell hunter
Find you kin
Depends on your build, and what the gm allows.

Rime feat also good


Also, there is a trait, something like prepared adventurer, will provisioned adventurer, that if you are a novice would make your first levels much easier.

Not good trait for upper level play however it could be trained out.

Silver Crusade

I took Additional Traits on my PFS witch. Pragmatic Activator is great - you can dump charisma and still be good at UMD.

Magic is Life is a good religion trait, if you don't mind worshiping Nethys (the god of magic). It actually saved my life in a bar fight last weekend at Gen Con. I got ambushed and knocked to -10 HP because I didn't know a fight was going to break out, and ended up on the front line. Not needing to roll to stabilize kept me from bleeding out while the rest of the party took care of the enemies, then healed me up.

Other than that, I've taken Extra Hex three times so far (level 5 human, so that's my four feats so far). There are still more than enough hexes that I want to take going forward, though I'll stop taking Extra Hex now.

I haven't decided what my level 7 and 9 feats will be, though I'm leaning towards Spell Penetration and Greater Spell Penetration, or else maybe Improved Initiative. I already get +4 init from my familiar, but you can never get enough init bonuses. But I mostly do buffing and healing with my hexes, and use spells for offense, so making sure I can get past SR will be key as I get into higher levels where more enemies have it.

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