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Oh, hey!
I'm making a character that his whole gist is that he's a physician wanders around helping people.
So, I wanna know a few things...
Following this parameters
- Any blue skinned ancestry, preferably with horns, so, a night hag changeling or a tiefling works.
- Witch class. The stereotypical cauldron potion witch, yada yada. Not alchemist.
- Crafting focused.
- Mainly healing and support abilities. Very little damage capabilities.
- Legal for PFS play.
Is this good enough?
https://pathbuilder2e.com/launch.html?build=361022
I don't care much for optimization, but I also don't want to be a dead weight.
So, any feedback is appreciated.
Thank you!

Claxon |

There's not really anything to do with "crafting" as a focus. There's some skill feats you can take but honestly crafting is pretty bad in PF2. Thematically if you want to invest in getting trained in crafting (which will let you craft basically everything, there's not individual categories for the skill). And in PFS, the strict rules for downtime make crafting pretty much worthless. You'll never have time to craft anything significant.
Also, a character that doesn't have much offensive capabilities is dead weight in PF2. If you play with a consistent group of people maybe they can work around that, but it's going to make the game much harder. If by damage you only mean dealing direct hit point damage, selecting specific spells can probably make that work, targeting saves to inflict debuffs, penalties, control without dealing actual damage. But in PFS...you'll be a liability.
You should also know that witches are regarded as one of the weaker casting options, not that it's impossible to make work but it's a bit weaker than other casting options.
Unfortunately the options you're asking for are all on the weaker side of things.

breithauptclan |

I have played a Fervor Witch. In Age of Ashes no less. So it is certainly not so weak of a class that they can't pull their weight.
The big difference maker with Witch is spell selection. Witch has pretty much no weapons capabilities or any armor. Divine tradition can't even get Mage Armor or Barkskin (though you can pick up Mage Armor with a Lesson feat - I don't recommend that one much though). So you are relying on your spells in order to be relevant in combat. And Divine tradition doesn't have much in the way of damage dealing spells at low levels.
So with Divine tradition, often you are going to be looking for buff/debuff spells. And ones that last for the entire battle. Bless and Bane are pretty good, but they are close range. Guidance is good but it is only usable on each character once per battle. Stoke the Heart becomes a reasonably good option though. Especially if you can get it on a party member that hits reliably or multiple times each round - also good on a spellcaster right before they use an AoE spell that hits multiple targets (or even Electric Arc that hits two).
Preparing Heal is good, but if you can afford it - or the party will pool resources for it - scrolls of Heal are better. Since you often aren't using a weapon, you can instead be carrying a scroll into battle. This will free up a spell slot or two for other spells like Magic Weapon - probably one of the best buff spells available during play before level 4.
As for Familiar, I don't think I would spend a spell known on Pet Cache. PFS has rules for Familiars that if you don't use them in combat they can fade to background where they won't get damaged. Even without that, I think that Tattoo Transformation ability would be a better option than spending a spell on Pet Cache. And you will almost certainly want to fade to background your familiar during combat. They don't do much in combat. Spell Delivery is potentially useful - but not much. I think I used it exactly once (we are currently level 6) and that was for delivering Magic Weapon to an ally - a ranged ally in the back line with me.
Speaking of weapons, you should have one. Almost certainly a ranged weapon. And since you don't have martial weapon proficiency, it will probably be a ranged weapon with reload 1. Like a crossbow. There is the possibility of the Air Repeater, but for PFS it would require having Guns & Gears and likely a boon or very particular character home region since the weapon is Uncommon. Also it doesn't do a lot of damage.
Like was mentioned in the other thread, apparently there is a faction in PFS that lets you remove the 4-day requirement for crafting. I'm not sure on the details of that or how it works. But that would certainly help with crafting things.

breithauptclan |

Some other things that I notice: You have picked up a shield, which is probably good. Using it will take up one of your actions for the round though. And it will prevent you from reloading your ranged weapon.
And I would recommend shifting some of your Wisdom over to Dexterity. Witch gets proficiency progression for Will saves, but nothing for AC. So you have to rely on your Dexterity for your AC. An AC of 14 is going to hurt if anything gets to you - a couple of enemies pointing crossbows at you could crit and take you down in one round, and bows would be even worse. Even AC 16 with your shield up is not on par with what is expected.

Castilliano |

Your PC can think of themselves as a witch, and tick off all the tropes you desire, without taking the actual Witch class, especially if Divine.
There's Cleric of course, though Oracle seems witch-ier to me (especially w/ curses that alter your appearance/make wind tickle your hair). Charisma opens up skill-based, non-damaging combat options as well as is valuable in PFS where social obstacles are common.
For the Witch class you really have to love your Hex spells (because they're giving up a lot to get those). The familiar could be gotten elsewhere, unless you really like sacrificing them (which is where a Witch has an advantage over others).
As mentioned "crafting focused" is kinda meaningless, unless I suppose an Alchemist (which you said you didn't want, good) or Inventor (which would be hard to reskin as a witch).
Unfortunately the "cauldron potion" aspect doesn't quite work except via Alchemist, so maybe take MCD Alchemist to pass out some liquid consumables to start the day. A mediocre option, but you'll get the Int for those skills PFS rewards and strangers will appreciate this player who passes out goodies.

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Hey, sorry for the delay.
You'll never have time to craft anything significant.
Yeah, I won't. At least for now.
There are options that let me craft stuff faster and earlier, which I plan on taking as soon as they are available, which may take a couple of sessions if I read things right.But in PFS...you'll be a liability.
I'll have different spells prepared depending on the adventure I'm going then.
I have Chill Touch and Daze as cantrips and Harm as a spell in case Forbiddin Ward, Guidance and Stoke the Heart aren't enough to help the party.[...]This will free up a spell slot or two for other spells [....]
I see. Good to know, I'll try buying something before leaving for the first adventure then. It is something I'll keep in mind, thanks.
As for Familiar[...]
Ah, that's perfect. I'll change it then.
[...] there is a faction in PFS that lets you remove the 4-day requirement for crafting.
Yeah, the Envoys' Alliance reduces the first crafting test from 4 days to 1 day, so you basically have 3 extra days of crafting during downtime if I read that correctly. Though it is a boon, so it will take a few adventures before I can get it.
Also, being a Field Commissioner gets me more downtime days per EXP.And I would recommend shifting some of your Wisdom over to Dexterity [...]
Yeah, I wanted wisdom mostly for skills, but can't use them if I'm dead. May change one or two points to dex. Thanks.
For the Witch class you really have to love your Hex spells (because they're giving up a lot to get those). The familiar could be gotten elsewhere, unless you really like sacrificing them (which is where a Witch has an advantage over others).
Stoke the Heart is a fun Hex, and there are other Hexes that could help me, specially for the support role.
And I don't plant on sacrifing my pet iguana (at least not for now, maybe in the future), but it is tied to my backstory, so it would seem out of place to not get it now.[...] take MCD Alchemist to pass out some liquid consumables to start the day. A mediocre option, but you'll get the Int for those skills PFS rewards and strangers will appreciate this player who passes out goodies.
That's my plan for level 2, I may re-read some stuff, but it is the thing that attracted me the most.
I'll start with potions, but maybe at the higher levels I'll try some other stuff like scrolls and runes. For now, I'm ok.