Looking to build a Resentment Witch need help


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gesalt wrote:
Atalius wrote:
Now if I was to MC at LVL 9 via multitalented into Champion and in theme of an evil Witch, which Evil Paladin has the best reaction for a Debuff Witch?

Unfortunately, even if elf with adopted human looks like half elf, it doesn't get to waive stat requirements on multitalented.

If this is what you want, I recommend either your normal human (half-elf) or the funny looking halfling (half-elf) with adopted human. The latter trades your 3rd level general feat and gets a flaw to str (which we weren't using anyway) in exchange for a wisdom boost and better odds vs concealment and hidden.

As for which evil reaction to take, probably tyrant.

Im not sure if it's what I want, I guess what I want is more spells which your build does a great job with so that's perfect, only thing missing is a somewhat reliable Reaction since reactions are just so powerful. Now an evil champions reaction will only trigger if the witch itself is harmed which we will likely have him in the back anyways so that probably isn't the best thing now that I think about it (would it trigger if the familiar was attacked?). The Redeemer is great for the good paladin but the problem is the witch would need to be within 15ft which I think is suicide?


Also I wanted to ask, since Cackle is a Focus Point and we use it vs an enemy in combat, then another Focus Point on another enemy once that initial target is dead, I'm all out of Focus Points? So if we are fighting say 5-6 enemies I'm basically good vs 1 or 2 enemies, then should I just just rely on other spells vs the other enemies? Essentially this character is designed to battle bosses and it seems it is very good at that


Ravingdork wrote:
Captain Morgan wrote:

Turn 1:

Independent or Patron's Puppet moves familiar from witch's shoulder into position. > Slow > Evil Eye (or hex of choice)
Independent + Evil Eye work fine, but Patron's Puppet + Evil Eye will not; you can only cast one hex spell per round.

Does that mean you can't cast Evil Eye + Cackle since both are hexes? That would be rough


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Atalius wrote:
Ravingdork wrote:
Captain Morgan wrote:

Turn 1:

Independent or Patron's Puppet moves familiar from witch's shoulder into position. > Slow > Evil Eye (or hex of choice)
Independent + Evil Eye work fine, but Patron's Puppet + Evil Eye will not; you can only cast one hex spell per round.
Does that mean you can't cast Evil Eye + Cackle since both are hexes? That would be rough

Not in the same round.

You could cast one, then sustain the other in the same round though


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Atalius wrote:
Ravingdork wrote:
Captain Morgan wrote:

Turn 1:

Independent or Patron's Puppet moves familiar from witch's shoulder into position. > Slow > Evil Eye (or hex of choice)
Independent + Evil Eye work fine, but Patron's Puppet + Evil Eye will not; you can only cast one hex spell per round.
Does that mean you can't cast Evil Eye + Cackle since both are hexes? That would be rough

Yep I complained about it loudly on the forums but Paizo didn't change.


Gortle wrote:
Atalius wrote:
Ravingdork wrote:
Captain Morgan wrote:

Turn 1:

Independent or Patron's Puppet moves familiar from witch's shoulder into position. > Slow > Evil Eye (or hex of choice)
Independent + Evil Eye work fine, but Patron's Puppet + Evil Eye will not; you can only cast one hex spell per round.
Does that mean you can't cast Evil Eye + Cackle since both are hexes? That would be rough

Yep I complained about it loudly on the forums but Paizo didn't change.

I'm with you all the way


Ravingdork wrote:
Atalius wrote:
Ravingdork wrote:
Captain Morgan wrote:

Turn 1:

Independent or Patron's Puppet moves familiar from witch's shoulder into position. > Slow > Evil Eye (or hex of choice)
Independent + Evil Eye work fine, but Patron's Puppet + Evil Eye will not; you can only cast one hex spell per round.
Does that mean you can't cast Evil Eye + Cackle since both are hexes? That would be rough

Not in the same round.

You could cast one, then sustain the other in the same round though

Damn :( anyone can sustain, the point of a witch is to cackle and sustain for free.


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Another thing I just noticed with Patron's puppet that actually bumps it up even more imo:

Because it has the Trigger of "when your turn starts" it means that you can get it off BEFORE you countdown the remaining duration of spells

Quote:

Many things happen automatically at the start of your

turn—it’s a common point for tracking the passage of time
for effects that last multiple rounds. At the start of each of
your turns, take these steps in any order you choose:
• If you created an effect lasting for a certain number
of rounds, reduce the number of rounds remaining
by 1. The effect ends if the duration is reduced to 0.
For example, if you cast a spell that lasts 3 rounds
on yourself during your first turn of a fight, it would
affect you during that turn, decrease to 2 rounds of
duration at the start of your second turn, decrease to
1 round of duration at the start of your third turn, and
expire at the start of your fourth turn.
• You can use 1 free action or reaction with a trigger of
“Your turn begins” or something similar.

And since the effects of Ongoing Misery can trigger after the effects of the Patron's puppet (which would be after the 2 actions of the familiar) it means that even if you didn't activate it the previous turn, you can Activate it before an effect with a 1 round duration ends.

As an example, you have to move+slow on t1, enemy makes the save, next round you can Puppet (the familiar moves twice and gets near the enemy)->ongoing misery misery to extend duration from 1->2 -> then duration decreases from 2->1 without the slow falling off.


shroudb wrote:

Another thing I just noticed with Patron's puppet that actually bumps it up even more imo:

Because it has the Trigger of "when your turn starts" it means that you can get it off BEFORE you countdown the remaining duration of spells

Quote:

Many things happen automatically at the start of your

turn—it’s a common point for tracking the passage of time
for effects that last multiple rounds. At the start of each of
your turns, take these steps in any order you choose:
• If you created an effect lasting for a certain number
of rounds, reduce the number of rounds remaining
by 1. The effect ends if the duration is reduced to 0.
For example, if you cast a spell that lasts 3 rounds
on yourself during your first turn of a fight, it would
affect you during that turn, decrease to 2 rounds of
duration at the start of your second turn, decrease to
1 round of duration at the start of your third turn, and
expire at the start of your fourth turn.
• You can use 1 free action or reaction with a trigger of
“Your turn begins” or something similar.

And since the effects of Ongoing Misery can trigger after the effects of the Patron's puppet (which would be after the 2 actions of the familiar) it means that even if you didn't activate it the previous turn, you can Activate it before an effect with a 1 round duration ends.

As an example, you have to move+slow on t1, enemy makes the save, next round you can Puppet (the familiar moves twice and gets near the enemy)->ongoing misery misery to extend duration from 1->2 -> then duration decreases from 2->1 without the slow falling off.

I hadn't realised that you get to choose the order. That does make it better than I thought, though I think I still prefer Phase Familiar overall to prevent the familiar from going unconscious. Although the effect of ongoing misery happens when you cast/sustain the hex, so I wonder if being out of range, and getting within range with Patron's Puppet actually works that way. After all, you would've been out of range when the hex was cast. I think it probably does work, as it makes sense to resolve the Patron's Puppet first and then Familiar of Ongoing Misery happens, and not the other way around.


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Guaripolo wrote:
I hadn't realised that you get to choose the order. That does make it better than I thought, though I think I still prefer Phase Familiar overall to prevent the familiar from going unconscious. Although the effect of ongoing misery happens when you cast/sustain the hex, so I wonder if being out of range, and getting within range with Patron's Puppet actually works that way. After all, you would've you would've been out of range when the hex was cast.

That ordering is also up to the player.

remaster wrote:
One of your familiar’s two bonus abilities is always the one listed here, a mark of your patron’s indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.


gesalt wrote:
Guaripolo wrote:
I hadn't realised that you get to choose the order. That does make it better than I thought, though I think I still prefer Phase Familiar overall to prevent the familiar from going unconscious. Although the effect of ongoing misery happens when you cast/sustain the hex, so I wonder if being out of range, and getting within range with Patron's Puppet actually works that way. After all, you would've you would've been out of range when the hex was cast.

That ordering is also up to the player.

remaster wrote:
One of your familiar’s two bonus abilities is always the one listed here, a mark of your patron’s indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

That's cool! Yeah, that makes Patron's Puppet a lot better than I thought.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It says "the effects of" so the casting still comes first, the unique ability just gets sandwiched in between the act of casting and the effects of the casting (or after said effects).


Ravingdork wrote:
It says "the effects of" so the casting still comes first, the unique ability just gets sandwiched in between the act of casting and the effects of the casting (or after said effects).

in short, you can choose to use it eithr to retreat the familiar or to advance the familiar, depending on its original position.

So, you can use it to extend the condition of a nearby enemy, and then take its two actions to move away, or to first move close and then extend the conditions of the (now nearby) enemy.

SuperBidi wrote:
gesalt wrote:

At level 3, high average enemy damage is 13 per strike. At 29 or 35 hp that's still dead in 3 strikes on average. A +3 boss (level 6 monster) is doing 18 damage per strike. That's dead in 2 on average. A +2 creature is the only place where 16 con has added average survivability over a 12 con caster on damage alone.

But then there's enemy hit/crit rate. If both characters are dying in the same number of average hits, then what determines if you live is how often you get hit/crit. And the 12 dex character isn't looking great there.

Such is my take on it anyway.

Sorry but that's mathematically wrong. If you have more hit points you have less chances to be downed. Considering that attacks always do the same damage is obviously false.

Maxing AC is only useful if you go at melee range, otherwise what counts is your overall defense ability including HP and saves. And high Constitution Witches have more survivability than high Dexterity ones.

Maxing AC is much better for the Witch, because the familiar uses your AC.

So 2 points extra on your AC also means 2 points extra on the familiar AC as well, which for a lot of patrons will be near the fray.


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Run out of time to simply edit the above post, so sorry for the double post, but if I was to min-max a resentment witch, using free archetype rules, I would probably go for something like:

Ancestry: Versatile Human
10/16/12/18/12/10

1)patron's puppet, armor proficiency (light armor will provide a +2 AC till level 5, +1 AC till level 15), adapted cantrip (any save based attack cantrip can work here)
2)basic lesson (personally I love life boost hex, but others are great as well), familiar master
3)toughness
4)cackle/conceal (campaign dependent, in some campaigns, conceal will be useless, in others, godly), familiar conduit
5)adapted spell (befuddle)
6)ceremonial dagger, improved familiar
7)paragon-cauldron
8)spirit familiar, lore master (depends on if the party has another recall specialist I guess, you can pick something always useful like Acrobat/rogue otherwise)
9)mutlitalented-wizard
10)major lesson (death), basic spellcaster
11)fleet
12)witch broom, expert spellcaster
13)master skill feat
14)double double, arcane breadth/incredible familiar (if it was me, I would probably first pick up familiar and then at 16 breadth, but opposite is also good)
15)legendary skill feat, (at this level you can also retrain out of armor proficiency, plenty of choices there, diehard, a legendary lore, a low level skill feat, picking Acumen here, etc)
16)effortless concentration, arcane breadth/incredible familiar
17)canny acumen- Fort saves (or Heroic Presence if you've picked Acumen earlier)
18)patron's claim, master spellcasting
20)patron's truth, true hypercognition/evasiveness (if you've picked rogue)

For familiar, i'd start probably with a basic "flier, independent, linklink", add tough and probably speech at 2, switch to fairy dragon (plus independent+lifelink)at 6. And from then on simply add useful abilities on it as they increase.
You get Tough for free at level 10 from Witch's hat focused item as well.


Nice build, is the Curse of Death hex better than Malicious Shadow? Assuming your late game and you have Effortless Concentration.


Atalius wrote:
Nice build, is the Curse of Death hex better than Malicious Shadow? Assuming your late game and you have Effortless Concentration.

it depends.

i like it more due to more guaranteed effects. it also comes alongside a much better spell.

malicious shadows has higher damage (unless curse reaches stage 2 where they become about equal) but deals 0 damage when you miss, curse deals damage even on a succesful save and you need 2 succesful saves to get rid of it. Plus, Fatigued even on a succesful save is very nice.


Oh wow ya Curse of Death seems better. I think forgetting these spells like Malicious Shadow is only single target so once that creature is dead it's all over. The enemy could be dead in one round or three rounds, if it lasts 3 rounds you can get some good mileage from spells like Malicious Hex otherwise it seems a bit lackluster.


tbh, you could skip both and be fine i think now.

old witch used to rely on her (stronger than wizard) focus powers to counteract the fact that she had less spells to spam.

but now with the new familiar actions, assuming some breaks in-between fights, you can sustain her spellslots much better (especially if you are going with a second caster multiclass now that they also use her main caster DC as well).

Resentment especially, since the ability basically gives value to low level slots, should be able to have a normal adventuring day without relying on spamming her hexes to carry her.


I'm starting at level 15 and going to 20, for the familiar should I grab the Fairy Dragon (Independent, Lifelink, Speech? and some Resistance ones if I go Enhanced Familiar?)

Also I noticed for Basic wizard spellcasting it says your casting prof is Expert, that is unfortunately behind my Master DCs for Occult spells :(

Liberty's Edge

You're already playing a Remaster Class so why on earth would you use pre-Remaster Multiclass Spellcasting rules? Your DCs for ALL Spellcasting should be unified since that is no longer ever tied to any specific Spellcasting Tradition, your DCs won't suffer at all unless you end up taking some source of Spells that doesn't rely on Int as the casting stat.


I was reading the core and it said you have expert prof, I didn't know it automatically gets turned to master. Good to know sir!


Atalius wrote:
I was reading the core and it said you have expert prof, I didn't know it automatically gets turned to master. Good to know sir!

there is no longer separate "arcane spell casting proficiency/occult spellcasting proficiency"

in the remaster there is just "spellcasting proficiency"

---

Also yeah, Fairy dragon the strongest option for resentment due to the Slow breath.

Additional abilities (apart from independent which is kinda a must) that you can give it are in the eye of the beholder, there are a lot that are useful, each person I feel likes some of those more than others, so just find some that work for you. I do personally believe that lifelink is amazing now, and from there on, there are a couple other useful ones at that level (maybe the extra focus point if you are using a lot of those, or even giving it an spell like Slow 1/day since you are starting at level 15)


gesalt wrote:

A sample build though,

Ancient elf - wizard

1) patron's puppet, nimble elf
2) basic lesson - life
3) adopted ancestry - human
4) enhanced familiar
5) natural ambition - cauldron or cackle
6) archetype casting, archetype conceal spell or ceremonial dagger
7) tough
8) spirit familiar or incredible familiar (opens option for a spellslime to ignore boss crits), or see 6)
9) multitalented - psychic
10) doubles double, major lesson (raise dead), or see 8)
11) fleet
12) hex focus, expert archetype casting or see 10)
13) elf step
14) see 12)
15) canny acumen
16) effortless concentration or see 14)
17) unwavering mein
18) master archetype casting or see 16)
19) Incredible Initiative
20) patron's truth

Eh, rough around the edges but it'll do. If wizard isn't your jam, anything else will also work. Rogue and gunslinger can even provide master reflex/perception if you want or you can go alch to nail that brewing witch flavor.

Which arcane school do you recommend here?


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Boundary for the access to uncommon spells. If your gm doesn't restrict spells based on rarity, it doesn't matter.


Atalius wrote:
What if I'm starting this character at level 12, would you still get ancient elf for the Wizard Dedication at level 1 or go a different race say half elf and get wizard Dedication at level 2 or 4?

That's a build that's doing basically everything it can to maximize class feats. Ancient Elf lets you turn your heritage into a level 2 class feat, and then adopted ancestry lets you turn your level 3 general and level 5 ancestry feats into a level 1 class feat while also turning your level 9 ancestry feat into another level 2 class feat. It's... mildly cheesy. Still, it's doing it that way for a reason. No other method lets you drag quite so many class feats out of feat conversion.

I'll note that if you're willing to go mildly cheesy, then you can also play silly games with a familiar tattoo. You have to make sure that your familiar doesn't die at any point, but keeping them safe in the tattoo will do that. You don't get any benefit from Independent... but you also don't have to worry about dumping feats into your familiar to try to keep them alive. It's a build for a witch who's willing to get a bit closer to the action.


gesalt wrote:

A sample build though,

Ancient elf - wizard

1) patron's puppet, nimble elf
2) basic lesson - life
3) adopted ancestry - human
4) enhanced familiar
5) natural ambition - cauldron or cackle
6) archetype casting, archetype conceal spell or ceremonial dagger
7) tough
8) spirit familiar or incredible familiar (opens option for a spellslime to ignore boss crits), or see 6)
9) multitalented - psychic
10) doubles double, major lesson (raise dead), or see 8)
11) fleet
12) hex focus, expert archetype casting or see 10)
13) elf step
14) see 12)
15) canny acumen
16) effortless concentration or see 14)
17) unwavering mein
18) master archetype casting or see 16)
19) Incredible Initiative
20) patron's truth

Eh, rough around the edges but it'll do. If wizard isn't your jam, anything else will also work. Rogue and gunslinger can even provide master reflex/perception if you want or you can go alch to nail that brewing witch flavor.

Forgive me, I understand a bit rough around the edges but what's the reason for you suggesting psychic multitalent at level 9? What's the tangible benefit aside from getting access to an amped cantrip?


Reason I’m asking is because I’m still fairly new to pf2e and I’m trying to understand the rationale behind the choice


He has already picked up the wizard dedication throgh Ancient Elf.
The only othr Int caster left is Psychic.

So the cantrips picked will be based off Int and not some other stat.

Plus, the extra Amp doesn't hurt, especially if he went with cauldron and not cackle at level 5 it means that it would also give him his 3rd focus point.


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The amped cantrips are a good way to get reliable burst damage out of your focus pool, which is otherwise mostly damage over time and debuffs.


Right okay gotcha. So theoretically in a cheesy scenario, how would using free archetype rules affect that build? Because you wouldn't be able to pick up a free feat level two since you've already taken up wizard dedication level 1 via the ancient elf. Would you go versatile human level 1 and take up wizard dedication feat level 2?

i suppose it's a question of however you want to play, but I'm just trying to think of it in as cheesy way as possible to get as many class feats as i could with free archetype rules


ant191 wrote:

Right okay gotcha. So theoretically in a cheesy scenario, how would using free archetype rules affect that build? Because you wouldn't be able to pick up a free feat level two since you've already taken up wizard dedication level 1 via the ancient elf. Would you go versatile human level 1 and take up wizard dedication feat level 2?

i suppose it's a question of however you want to play, but I'm just trying to think of it in as cheesy way as possible to get as many class feats as i could with free archetype rules

Well, if you want to stick as close to gesalt's build... You don't need to be an elf unless your GM house rules ancient elf to work better with free archetype. Might as well go human so you can take natural ambition at 1st level for cackle or cauldron. You could do whatever with your heritage. I went changeling for flavor and because I like darkvision.

Otherwise, gesalt's build has a bunch of feats where you have a couple options, now you just take both. Ex: at level 6 you take Ceremonial Knife AND archetype basic casting. If your goal is to max your multiclass feats, you could look for overlap between the witch list and other class feats. Taking enhanced familiar through the archetype by spending your regular class feats, for example.

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