
Dragonhearthx |
Basically a redo the witch. The class is flavored that you allow a spirit [your familiar] to control your inner power. Whither it is a spirit, whisp, or some other creature.
This form of control makes the class unique. It is a blend of spontaneous and prepared casters.
You have spell slots like spontaneous casters, but a during daily preparations you can assign spells.
The catch is that you have only 2 spell slots and only 2 spells known for each spell rank. You also only have 3 cantrip slots.
Once per hour, You can spend a 10 minute activity to commune with your familiar to change a known spell or cantrip.
The familiar still acts like it is now. A spellbook of sorts. But it cannot consume scrolls to learn new spells.

breithauptclan |
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Are you looking to homebrew something new? Or are you suggesting things for the PF2 Remaster that is already printed?
Have you seen the Remaster Preview - including the leaked pages for the Witch class?

Dragonhearthx |
Are you looking to homebrew something new? Or are you suggesting things for the PF2 Remaster that is already printed?
Have you seen the Remaster Preview - including the leaked pages for the Witch class?
What does the title say, and where did I post it? The books are not out yet, they can still make changes.

Captain Morgan |
1 person marked this as a favorite. |

Dragonhearthx wrote:The books are not out yet,They are, however, already printed. You can see them here.
To elebarote, books need to be finalized and go to the printer months before release. So they cannot, in fact, make changes, much less drastic overhauls.

Easl |
Spellcasting was not really the witch class's problem in the first place. It's the feats! (At least, IMO)
In terms of homebrew, you could certainly add or rework feats to go along with your concept of "allow a spirit [your familiar] to control your inner power". It's a neat idea. But homebrew it'll have to be, since as others have said, the official remastered witch is basically all locked up at this point.

Ganigumo |
I think Witch is pretty close to where it should be powerwise actually. It doesn't feel awful to play like alchemist at least.
Obviously new feats would help, but I think just buffing their focus spells, maybe making their familiar a little stronger with a few more abilities, and giving them light armor training would work. Also getting a feat at level 1, or first lesson for free.
They're the only 3 spell caster without any armor proficiency.
I'd really like if they pushed many of the sustained focus spells to get continually better each time its sustained too, like maybe evil eye increases the frightened condition each time its sustained, or Stoke the Heart increasing the damage bonus each time its sustained.
Maybe they could get a feature or feat to allow them to sustain all of their sustained spells as a single action too, really push them as a caster who excels in extended fights.

breithauptclan |
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Maybe they could get a feature or feat to allow them to sustain all of their sustained spells as a single action too, really push them as a caster who excels in extended fights.
Well... technically Witch already has that... A free action even.
As a level 20 feat that has a prerequisite feat and costs a focus point each time it is used.
So... not sure that really counts for what you are wanting.

Easl |
Cloistered cleric, psychic, sorcerer, summoner, witch and wizard. None of those classes has armor proficiency of any kind. I mentioned cloistered because I know the war priest get armor proficiency
They all get Expert armor proficiency at level 13.
The 8 caster classes are all pretty standard in the 'combat' proficiencies. Weapon 1/11, Armor 1/13, Spell 1/7/15/19...at least, if I'm remembering correctly...

Riddlyn |
Riddlyn wrote:Cloistered cleric, psychic, sorcerer, summoner, witch and wizard. None of those classes has armor proficiency of any kind. I mentioned cloistered because I know the war priest get armor proficiencyThey all get Expert armor proficiency at level 13.
The 8 caster classes are all pretty standard in the 'combat' proficiencies. Weapon 1/11, Armor 1/13, Spell 1/7/15/19...at least, if I'm remembering correctly...
They all get expert in unarmored defense. None of those classes natively have any armor proficiency

Tunu40 |
Personally, I think Witch needs to have Light Armor proficiency baseline.
Reason is because the familiar uses the Witch’s AC (unless this changes in the Remaster). If they want the Witch to be using their familiar in combat more often (and close to the frontlines), being -2 (-1 with Mystic Armor) doesn’t really help.
Also, 8hp/lvl, since a melee Witch is supposed to be valid sub-playstyle. A melee Witch will have to go +3 STR/+3 DEX and starting at +2 INT sets them up numerically for a gishy playstyle. That’s just a me thing though. Technically, the Witch that needs it so they can match other casters is the Divine Witch. Intriguingly, it’s familiar ability is a strange way to give the Divine Witch bonus HP without giving that to all Witch subclasses.
But I have a feeling we’re gonna get the same 6HP/Unarmored and again Witch’s Armaments/Sympathetic Strike will be trap feats and having your familiar too close is just gonna get them straight-up murdered by GMs.

Temperans |
Temperans wrote:I know they do it's why I didn't mention any of those classesBard has light armor proficiency, Druid has medium armor, Cleric has "Warpriest" that gets medium armor, Oracle has light armor,
The way you wrote it sounded like you were saying "all casters" not "those specific casters".

Riddlyn |
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Riddlyn wrote:The way you wrote it sounded like you were saying "all casters" not "those specific casters".Temperans wrote:I know they do it's why I didn't mention any of those classesBard has light armor proficiency, Druid has medium armor, Cleric has "Warpriest" that gets medium armor, Oracle has light armor,
A simple misunderstanding. I listed those classes and said they don't.

AestheticDialectic |
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Personally, I think Witch needs to have Light Armor proficiency baseline.
Reason is because the familiar uses the Witch’s AC (unless this changes in the Remaster). If they want the Witch to be using their familiar in combat more often (and close to the frontlines), being -2 (-1 with Mystic Armor) doesn’t really help.
Also, 8hp/lvl, since a melee Witch is supposed to be valid sub-playstyle. A melee Witch will have to go +3 STR/+3 DEX and starting at +2 INT sets them up numerically for a gishy playstyle. That’s just a me thing though. Technically, the Witch that needs it so they can match other casters is the Divine Witch. Intriguingly, it’s familiar ability is a strange way to give the Divine Witch bonus HP without giving that to all Witch subclasses.
But I have a feeling we’re gonna get the same 6HP/Unarmored and again Witch’s Armaments/Sympathetic Strike will be trap feats and having your familiar too close is just gonna get them straight-up murdered by GMs.
I would say no, melee witch is not supposed to be viable and familiars are not supposed to be in combat. I would say the nails and hair cause a miscommunication and reflects poorly on the inclusion of those feats

breithauptclan |
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Temperans wrote:I know they do it's why I didn't mention any of those classesBard has light armor proficiency, Druid has medium armor, Cleric has "Warpriest" that gets medium armor, Oracle has light armor,
Yes. We have threads about this.
The question is: what does the spellcasting class get in return for 6 HP per level and no armor proficiency?
Bard, Druid, Oracle, and others bypass this by having 8 HP and at least light armor.
Wizard and Sorcerer get 4 spell slots per level.
Cloistered Cleric gets Healing Font - a big pile of high level spells.
Psychic gets two focus points, a unique cantrip, modification buffs to two other cantrips, three amps, and the ability to refocus two focus points at a time.
Witch gets...? A familiar?
They only get one focus point and their one focus spell that they cast with it is generally not used. At least pre-remaster when the familiar is completely useless in combat and may as well be kept as a tattoo or in a pocket dimension. They do get one unique cantrip, but they generally aren't anything in comparison to what Psychic is getting for their unique cantrip.

Easl |
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Witch gets...? A familiar?
They only get one focus point and their one focus spell that they cast with it is generally not used. At least pre-remaster when the familiar is completely useless in combat and may as well be kept as a tattoo or in a pocket dimension. They do get one unique cantrip, but they generally aren't anything in comparison to what Psychic is getting for their unique cantrip.
Yeah, cross fingers the hexes and hex cantrips are buffed up a bit (plus feats like hair, nails, cauldron...)
The concept of "witch gets 1a hex spells" could be a good and distinguishable ability. 1a spells, allowing 2 spells/round, is something I think a lot of caster players might really want; if it was "the witches thing," the class would be pretty desirable. But the value of it as "the witches thing" really depends on what Paizo does with them.

Captain Morgan |

Tunu40 wrote:You'd have to be more specific. A familiar was always technically "in combat" with you but they're not a combatant. I would keep them away harm at all costsAestheticDialectic wrote:…familiars are not supposed to be in combat.Remaster Witch design says otherwise.
Tunu is right. See the witch preview here
https://onedrive.live.com/?authkey=%21APHFKBFQPO3L8OM&id=BE45A5E31B3228 25%21349761&cid=BE45A5E31B322825&parId=root&parQt=sharedby& o=OneUp
Witch familiars are pretty much all getting an ability which triggers when the witch casts or sustains a hex and affect a creature within 5 to 15 feet. (15 is the most common distance.) Given the range of hexes is generally only 30 feet, the ideal witch turn will involve them turreting within 30 feet of an enemy with their familiar at 15 feet, using one action to sustain a hex and the other two to cast spells.
Luckily, we have rather a lot of defensive buffs available to familiars now, I including a bunch out of Rage of Elements. Even just flier and independent will likely suffice for most fights.

AestheticDialectic |

AestheticDialectic wrote:Tunu40 wrote:You'd have to be more specific. A familiar was always technically "in combat" with you but they're not a combatant. I would keep them away harm at all costsAestheticDialectic wrote:…familiars are not supposed to be in combat.Remaster Witch design says otherwise.Tunu is right. See the witch preview here
https://onedrive.live.com/?authkey=%21APHFKBFQPO3L8OM&id=BE45A5E31B3228 25%21349761&cid=BE45A5E31B322825&parId=root&parQt=sharedby& o=OneUp
Witch familiars are pretty much all getting an ability which triggers when the witch casts or sustains a hex and affect a creature within 5 to 15 feet. (15 is the most common distance.) Given the range of hexes is generally only 30 feet, the ideal witch turn will involve them turreting within 30 feet of an enemy with their familiar at 15 feet, using one action to sustain a hex and the other two to cast spells.
Luckily, we have rather a lot of defensive buffs available to familiars now, I including a bunch out of Rage of Elements. Even just flier and independent will likely suffice for most fights.
I would still say not a combatant here. You aren't having the familiar hit people, and even with the ability to deliver touch spells, I would advise any player to never use this. Their familiar will get wrecked and then you won't be able to cast spells for a week or a few days or whatever the penalty is

Perpdepog |
IIRC it's a day for witches, and that's assuming they haven't got some manner of goody to bring their familiar back sooner.
Actually, that would be a kind of neat focus spell. Spend a focus point and you can bring your familiar back after they die earlier than having to wait the next day. That way you can still have an issue of your effect turret being downed in combat, but you can bring your familiar back afterwards and do it again in the next combat.

Captain Morgan |
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I'll also note some of the patron familiar abilities are really good. Particularly the Resentment, which looks like it will elevate witches to the best debuffers in the game. We have also seen a feat that makes your familiar deal (Lv-2)d6 with riders once per 10 minutes, only costing the witch one action. I think it is safe to assume your familiar will draw the occasional aggro, and certainly will be getting caught in some AoE. Luckily, you don't need to take any downtime to recover a witch familiar, as it returns the next day even before Remaster buffs.
IIRC it's a day for witches, and that's assuming they haven't got some manner of goody to bring their familiar back sooner.
Actually, that would be a kind of neat focus spell. Spend a focus point and you can bring your familiar back after they die earlier than having to wait the next day. That way you can still have an issue of your effect turret being downed in combat, but you can bring your familiar back afterwards and do it again in the next combat.
The issue with the idea is that, assuming nothing else changes, you need your familiar to refocus. I'm instead hoping that witches gain an ability to heal or even revive the familiar by refocusing.

AestheticDialectic |
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AestheticDialectic wrote:I would advise any player to never use this.Kind of a big red flag to tell someone to not use one of their core class features.
This is an optional feature for all familiars since the CRB. One which is worse than other abilities you can choose in it's stead. It's not a core class feature of the witch

QuidEst |

Squiggit wrote:This is an optional feature for all familiars since the CRB. One which is worse than other abilities you can choose in it's stead. It's not a core class feature of the witchAestheticDialectic wrote:I would advise any player to never use this.Kind of a big red flag to tell someone to not use one of their core class features.
I think the confusion was over what you're advising Witch to not use. "Don't use the new class features that make the familiar relevant in combat" is a little questionable. "Don't use the Spell Delivery familiar ability to deliver offensive spells" is reasonable advice, especially because it means having no actions to cast/sustain a hex without Cackle.

Temperans |
AestheticDialectic wrote:I think the confusion was over what you're advising Witch to not use. "Don't use the new class features that make the familiar relevant in combat" is a little questionable. "Don't use the Spell Delivery familiar ability to deliver offensive spells" is reasonable advice, especially because it means having no actions to cast/sustain a hex without Cackle.Squiggit wrote:This is an optional feature for all familiars since the CRB. One which is worse than other abilities you can choose in it's stead. It's not a core class feature of the witchAestheticDialectic wrote:I would advise any player to never use this.Kind of a big red flag to tell someone to not use one of their core class features.
A bad feature is bad even if it is new.

Perpdepog |
I'll also note some of the patron familiar abilities are really good. Particularly the Resentment, which looks like it will elevate witches to the best debuffers in the game. We have also seen a feat that makes your familiar deal (Lv-2)d6 with riders once per 10 minutes, only costing the witch one action. I think it is safe to assume your familiar will draw the occasional aggro, and certainly will be getting caught in some AoE. Luckily, you don't need to take any downtime to recover a witch familiar, as it returns the next day even before Remaster buffs.
Perpdepog wrote:The issue with the idea is that, assuming nothing else changes, you need your familiar to refocus. I'm instead hoping that witches gain an ability to heal or even revive the familiar by refocusing.IIRC it's a day for witches, and that's assuming they haven't got some manner of goody to bring their familiar back sooner.
Actually, that would be a kind of neat focus spell. Spend a focus point and you can bring your familiar back after they die earlier than having to wait the next day. That way you can still have an issue of your effect turret being downed in combat, but you can bring your familiar back afterwards and do it again in the next combat.
I like that idea better. It still solves the problem but also irons out the wrinkle of how to refocus.

Ganigumo |
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Ganigumo wrote:Maybe they could get a feature or feat to allow them to sustain all of their sustained spells as a single action too, really push them as a caster who excels in extended fights.Well... technically Witch already has that... A free action even.
As a level 20 feat that has a prerequisite feat and costs a focus point each time it is used.
So... not sure that really counts for what you are wanting.
nice a level 20 class feat that lets me sustain... only multiple hex spells... for a focus point, if I take a feat that isn't a prerequisite

breithauptclan |

nice a level 20 class feat that lets me sustain... only multiple hex spells... for a focus point, if I take a feat that isn't a prerequisite
Well, the real benefit of that level 20 feat is that you can finally cast more than one Hex in a round.
Which means that you can both cast one of your offense focus spells without losing the ability to protect your familiar.
And even better, that means that an Evil Eye casting Witch will be able to hit most of the enemies on round 1 and will finally feel marginally competitive with a Bard using Dirge of Doom since level 6.
...
Yeah. There is a reason that Witch is getting reworked in the Remaster.

Captain Morgan |
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QuidEst wrote:A bad feature is bad even if it is new.AestheticDialectic wrote:I think the confusion was over what you're advising Witch to not use. "Don't use the new class features that make the familiar relevant in combat" is a little questionable. "Don't use the Spell Delivery familiar ability to deliver offensive spells" is reasonable advice, especially because it means having no actions to cast/sustain a hex without Cackle.Squiggit wrote:This is an optional feature for all familiars since the CRB. One which is worse than other abilities you can choose in it's stead. It's not a core class feature of the witchAestheticDialectic wrote:I would advise any player to never use this.Kind of a big red flag to tell someone to not use one of their core class features.
The new features aren't bad though, at least not across the board. The good ones turn your familiar into a mini-bard, and the best one means enemies who succeed on saves against slow or synesthesia still effectively fail and will be slowed 1 or clumsy 3 the rest of their short lives.

Tunu40 |
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Anyone know what "Witch's Armaments" will do?
Unfortunately, they didn't spoil the feat.
The only thing we know is that the unarmed attacks from Eldritch Nails and Living Hair are rolled into it.
It's possible that they might've rolled in the "Locks" feats in here too and that you might get bonus traits when you reach certain levels, all with 1 feat.
Which, I'm hoping that's what it is. Way too much of a feat investment to pick all of the "Hair" feats, especially for a 6hp full caster.
They did spoil Sympathetic Strike, which gives a -1 circumstance penalty to a targets save (-2 on a crit) if you hit them with your Witch's Armament.
Still something most Witches won't be taking, but someone who wants to make a Fighter(Witch) might like this as they can Strike with their Witch's Armament, have a high chance to get the -2 circ penalty from a crit and then cast a focus hex spell.