Inciting panic and other queries.


Advice


Hello everyone, I'm knew to pathfinder and whilst I eagerly await my rule book in the post I have been brushing up on the PDF's.

One of the queries I have been unable to work out is that in the Goblin entry in the Bestiary it mentions they are scared of magic. I'm wondering when running an encounter how do the rules cover NPC/monster panic and fear. There seams to be a ton of rules regarding abilities which trigger these effects but I can't find anything to do with the RP side of things or even situational or environmental influences. If you could point me in the right direction that would be great!

Secondly I'm looking to make a Male Dwarf Witch because it seams cool. I can see an aweful lot of posts about optimum builds and how you have to take this or that to even have a functional build but I'm wondering if character creation and progression is really that imperative or if people are being a touch dramatic?

Again any help would be great!


Sohlon wrote:
I can see an aweful lot of posts about optimum builds and how you have to take this or that to even have a functional build but I'm wondering if character creation and progression is really that imperative or if people are being a touch dramatic?

This really really heavily depends on your group. If no one is optimized, that is totally fine, as long as everyone is even. If only one person is optimized, that's still pretty okay - they'll get more of the "glory" but it shouldn't be a problem. But if you have at least two optimized characters in your party, and you yourself are not optimized, combats can get really frustrating. When combats last over an hour, and you feel like you are just not contributing anything in combat after combat, it is really dispiriting.

A lot of new players think "I'm OK with being not great at combat, I'm more interested in making a cool character." But I think they often underestimate how large a percentage of the time you spend playing Pathfinder will be in combat, and also underestimate how dispiriting it can be to feel like deadweight over and over in combat after combat. So I would definitely recommend making your character at least "viable" on the "underpowered -> viable -> optimized" scale.

That said, with witch it is pretty straightforward to become viable - all you need is Evil Eye, Cackle, and maybe Misfortune. Then you can do whatever you want with your spells and the rest of your build, since Evil Eye and Cackle will mean you are never going to be deadweight (at least against enemies not immune to mind-affecting, and Misfortune helps against those.)


Thanks for the feed back.i was hoping to take cauldron as my first hex, I know it's frowned upon as PFS doesn't allow it, it just strikes me that I can do far more with potions available than with just 5 spells. I was planning to pick up evil eye at level 2 and cackle at 4.
The concept I have is as follows: cauldron (because what's a witch without a cauldron?!) And take the Shadow Patron. I thought it would be cool a few levels in to be able to put out the lights with darkness or deeper darkness (whilst being able to still see in the dark as a dwarf) and then cackling away in the darkness whilst I hex my foes. The other party members want to be dwarves too but it will probably just be me and an evil cleric for a while.


So honestly I would recommend against that. Flavor-wise, you can definitely have a cauldron and use it as you wish, but I wouldn't take the actual Cauldron hex until later on.

Two reasons: first and foremost, low-level prepared casters like witches have very few spells, and you'll run out real quick. Then you'll be left taking potshots with a crossbow, which I assure you is not very satisfying.

The brilliant thing about witches that makes them such a great class is that your hexes never run out - you can use them over and over all day long. Taking a non-combat hex like Cauldron is really gonna handicap you in that regard.

So I'd highly recommend moving Evil Eye to level 1, Cackle to level 2, and then you can take Cauldron at level 4. Again, you can actually have a cauldron, and you can even use it to create alchemical items if you take Craft (alchemy) as a skill, but you just won't have the Brew Potion feat until you take the Cauldron hex. But finally getting to my second point, you probably won't have tons of money to be crafting potions at those low levels anyway, so getting Brew Potion at level 4 instead of level 1 should be just fine.


Fantastic, that makes sense, drop cauldron, evil eye is in.

In terms of starting feats I wanted to go with two weapon wielding using daggers and spiked gauntlets (on the basis that's the model I have). Is that remotely viable?

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