Witch class help


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I posted the following in best classes for beginners think it should have been here.

Ok not sure if this has been answered before if so please point me to it. I am re-entering Pathfinder after a loooong lay off so many things have changed. I am looking at playing a witch character since i usually play a ranger rogue or cleric of some type and am looking outside of my comfort zone. I would appreciate any advice anyone could offer in setting up and playing this character class. Races are open so kind of looking at all possibilities once i figure that out also. My starting stats are as follows have not placed them yet. 17, 18, 15, 15, 17, 13. Method for rolling was 10 plus 1d8. racial bonus has not been added yet. I am open to any help i can get from the Hive mind in building a strong character that can survive undead and demons as well as standard creatures. Looking as a scythe as a weapon instead of a staff solely for Coup de Grace

Thank you for your help in advance


This is a pretty good place to start.

The most important things to know...

1) Witches are Intelligence-based, which means they have Knowledge skills. USE THIS. The witch's main role is that of a debuffer/battlefield controller - they make things bad for enemies, and knowing what enemies are strong/weak to (esp. in terms of saving throws) is key to your overall success. When you meet something new, always try to identify its weaknesses. Put your 18 and a Racial Bonus in Intelligence.

1a) Your secondary stat is Dexterity, which will improve your AC and help you land your ranged touch attacks. Put a 17 there.

1b) The rest is basically whatever, but you probably won't regret putting the other 17 in Constitution (for the HP and Fort save) and a 15 in Wisdom (for Perception/Will Save). Strength and Charisma generally don't matter much for you, so basically, do you want to be prettier or better at carrying loot?

2) Elf and Human are pretty good choices for your race.

3) Diversify your spells. Don't take a bunch that all target Will Saves (which undead are strong to anyway). Instead, try to have a wide variety of options so you can somehow take advantage of each situation. Undead tend to resist mind-affecting powers and many Fortitude-based things and demons may have Spell Resistance, so have a fair few Reflex-based and SR: No spells available.

4) Don't be afraid to rely on your hexes when you honestly don't need spells. Evil Eye, Misfortune, Cackle, and Slumber are solid.

5) See what you can do to support your party. Their effectiveness is your effectiveness, and the right spell choices can help your allies finish things off.


Undead don't just tend to resist mind-affecting powers...they are actually immune to them. If you're entering a campaign w/ a lot of undead...you might want to re-think creating a Witch. I have a Witch now at 7th level, and love the character, but when we occasionally battle undead, some of my best go-to options...are no longer options.

Other than that caveat, GM Rednal's advice is very good.

Grand Lodge

Misfortune works against undead but your toolbox is much smaller.


If you find yourself in an undead rich game, fortune hex is still great and so is using bog hexes to make difficult terrain


The Arcane Blast feat could be useful against undead.

The Hex Channeler archetype stacks with just about any other archetype you may like, and it allows you or your familiar to channel energy, which could also help against undead assuming you channel positive energy.

Gravewalker receives Command Undead. That may be useful against undead, as well.

A good aligned Hex Channeling Gravewalker would have no need to fear the undead, pretty much ever.


With 10 + 1d8 stats why didn't you play a monk or skald? As for the witch, Slumber is a must and so is any sleep spell.


Undead are certainly troublesome for witches.

In the past I've relied on summons and/or animate objects. Also buffing allies with fortune.

Have just recently picked up the retribution major hex which should also work on undead who fail their will save as it is not labelled as mind affecting. Have yet to put it to the test, though.


Thank you all for your help as for why the witch ...I am just looking to do something out of the box that i will have to rely on my creative imagination to turn her into a functional reliable threat within the party. Hope this works, looking forward to the build.


Witches have a hard time with undead. If you come across undead as a witch, just let your party kill them and you can support with hexes. Maybe throw a Burning Hands out there if needed, but save your spells for another fight.

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