some build help with a max lvl 10 witch


Advice


playing a campaign now, and it only goes to level 10, so i want to be a bit of a crazy witch.
and i want to be either a goblin or a ratfolk, goblin the most ^^

and the trickery patron sounds fun, fits well with me wanting to be a Monkey goblin :P

The cackle hex would be optimal to have since it fit the madness of being a goblin :P but other than that This one sounds a bit promising
https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch- archetypes/jinx-witch-witch/

I'm also open for a Ratfolk version, but that's the backup plan hehe.

This is the stats i rolled 16/15/13/7/15/12


well my GM loved my idea so far even though it is a bit silly, but it only works as Goblins are a bit silly from before :P

He basically found a hidden away shrine to the monkey king and a book about him, being overwhelmed about the thought of a monkey king "god" he starts worshipping this deity as he himself is a Monkey Goblin, and this doesn't go unnoticed so a monkey Familiar approaches him and it ends up being his mentor and teacher as a Jinx Witch with Trickery as patron of course XD


So your Intelligence score is 7? I don't know how to help out there.


I hope that he can change his stat placement.


ah yea i can ofc change my stat placement ;-)
12/15/15/16/13/7 is the placement i came up with unless its a more optimal one ;-)


The Jinx witch is a Tengu archetype if that matters; more importantly if you take this archetype then you'll never get major hexes. The +2 to Int give the Ratfolk an advantage and their FCB increases the range of select hexes but the goblin can get the Mud Witch hex. The ratfolk would be the stronger option but tbh if your heart is set on the goblin then go for it. Trickery is a solid option for a witch. Do monkey goblins have the same objection to reading/writing as regular goblins do?

When it comes to feat selection Extra Hex is always a solid choice since many hexes are often stronger than a feat. If you plan to use hexes such as Slumber and Misfortune then the Accursed Hex feat can help you out. If you think you can reliably hit the DCs then the Ritual Hex feat is a good option as it provides you with greater flexibility though it might clash with being a goblin since it requires a book of occult lore.

As for hex selection I'll just more or less copy what I've written elsewhere:

Cackle: A classic. As a move action any creature within 30ft that is under the effect of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex that was caused by you has the duration of that hex increased by one round. You can use this as a swift action if you have the Cackling Hag's Blouse.

Cauldron: If you want to brew potions take this hex instead of the Brew Potion feat. It gives to the aforementioned feat as a bones and +4 to craft alchemy.

Evil Eye: Another classic choice and a strong one at that. You can apply the different penalties to the same creature. Lowering saving throws will help you land your spells and hexes, lowering ac will help your team's attacks.

Flight: This should be taken early on. You get a lot of bang for your buck with this hex. By level 5 you'll have at will Featherfall, 1/day Levitate, 1 min/level fly and a +4 racial bonus to swim.

Fortune: Can be useful particularly when used with Cackle but in my experience due to the once per 24 hours limitation I've tended to put off using it in case we'd need it more later that day.

Gift of Consumption+Greater Gift of Consumption: Lets you share (Gift of consumption) or entirely redirect (Greater Gift of Consumption) the effect of anything that requires a fortitude save to a target creature within 30ft.

Healing: Starts as CLW , becomes CMW at level 5. As this is a supernatural ability it doesn't provoke attack of opportunity and it doesn't require concentration checks. Works well with the Scar hex.

Misfortune: It's a solid hex. I prefer this to the Fortune hex since you never have to worry about "but what if I need it later".

Mud Witch: It's a goblin only hex, if you're a goblin then take advantage of it.

Murksight: See though natural fog, mist and rain without penalty and see up to 15ft if the effect is magical. This lets you make effective use of fog spells. This hex + Delay Poison + Stinking Cloud make for a potent combination.

Poison Touch: Use on yourself, your familiar, summoned creatures and teammates to give them a poison (Witch Toxin - 1d2 Str damage) claw attack. At level 10 the hex lasts long enough that you could milk yourself or your teammates for a dose of poison.

Protective Luck: I think you allies will love you for this. While it only applies to attack rolls it doesn't allow a saving throw and is especially good if you've got 1 ally under attack from multiple enemies.

Scar: Scar you teammates and use your hexes on them for up to 1 mile away.
Swamp Hag: Useful if you're travelling through the relevant terrain. Could work well with the Swamp's Grasp hex.

Water Lung: Breath under water. Useless if you never go near water; useful and potentially life-saving if you do.

Major Hexes:

Agony: Nauseated is a deeply unpleasant condition and one you'll want to apply to your enemies.

Animal Skin: While you wear the skin of an animal you become that animal. A good utility option if you keep a variety of different animal skins. You can still use hexes while polymorphed.

Ice Tomb: A rare hex in that it deals damage. Shuts down an enemy for long as the ice lasts and leaves them staggered if the ice is broken.

Regenerative Sinew: You can use it to apply fast healing 5 or heal ability score damage.

Restless Slumber: Requires the Slumber hex as a prereq. Causes the target creature to take 1d10 damage each turn, this damage doesn't wake them up. when the creature wakes they suffer confusion.

Retribution: when the target creature deals damage in melee, it takes half that damage back, ignoring resistances, immunities etc.

Weather Control: Control the weather. While it has a long casting time you get what is equivalent to a 7th level spell (Control Weather) 3 levels earlier if you take it at level 10.


thanks ^^

and yea after writing my background story now, I'm pretty set on Monkey Goblin, and as far as i see there's not much difference between regular goblins and Monkey ones except where they live, the tail and base speed.

but you say i cant take major hex if i chose Jinx Witch, Then why would the Jinx page list this?

Hexes: The following witch hexes complement the jinx witch archetype: beast of ill omen, evil eye, fortune, and misfortune.

Major Hexes: The following major hexes complement the jinx witch archetype: hag’s eye, retribution, and waxen image.

Grand Hexes: The following grand hexes complement the jinx witch archetype: death curse, dire prophecy, and natural disaster.

And i can't see anything about Jinx being a tengu archetype, not on the archetype site or the Tengu site.

https://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu/


The Jinx witch gives up their level 10 major hex and thus wouldn't get access to major hexes until level 12. Since your campaign will only go to level 10 you'll never get access to major hexes. If you're happy with the trade off then there's no problem; the advantage of getting the major hex at level 10 is that you can then use Ritual Hex to gain a second major hex, assuming you can make the ritual DCs.

Go to Jinx Witch on Archives of Nethys.

Move your cursor over the red symbol next Jinx Witch. If you're GM is of with it then there's no reason why you shouldn't use this archetype.


ah we are looking at different sites, so it seems there is a little bit of a difference in rules on those two sites ;-)

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