
Toshy |

Hello everyone, for an upcoming campaign, where I as a forever DM will be a player (whoo hoo), I'm strongly inclined to play a witch. As I really like the flavor I'd go with the cartomancer archetype and maybe pick up some levels in the harrower prestige class.
I don't want to build a full optimized character, but avoid things that would be straight bad choices.
We'll probably run either Strange Aeons or Hell's Rebels, and be a group of four players.
As of now the other players will probably go with a skald, a scaled fist monk and either a Paladin or another full caster (maybe even arcane).
What i got so far:
Malika Crowe
Female Human (Varisian)
Cartomancer Witch 6, Harrower 1
20 Point-Buy (Human +2 Int)
STR 10 DEX 16 CON 12 INT 17 WIS 11 CHA 10
Traits
Pragmatic Activator
Harrow Chosen (or Campaign relevant trait)
Fey-Hearted (alternate racial)
Level 1, Witch
Hex - Protective Luck
Feat - Extra Hex (Cackle)
Human Feat - Extra Hex (Evil Eye)
Level 2, Witch
-
Level 3, Witch
Feat - Harrowed
Level 4, Witch
Hex - Soothsayer
ASI Int
Level 5, Witch
Feat - Point Blank Shot
Level 6, Harrower
-
Level 7, Witch
Hex - Flight
Feat - Precise Shot
As her patron i imagine some chaotic fey spirit or beeing, whose power manifested in the heirloom harrowdeck, so I'm indecisive between trickery, deception (which both fit the fey theme), healing (to be a better support) or elements for some damaging options (especially shocking grasp in combination with the spell deck delivery).
As I'm probably focusing on the supportive/utility side of my hexes, so my hex-dc won't be super relevant, which made me consider the harrower prestige class for more flavor. I choose Evil Eye to have some offensive hex option, but consider changig it to either the healing hex (and probably retrain as soon as we have a CLW-wand) or the fortune hex, as my main role will be support and avoid (and heal) party damage.
Soothsayer is specifically chosen at 4th level and not at first to be not too strong at level 1 and beeing symbolic for beeing more in touch with the patron's power and herr skills regarding the harrow.
I'm looking for suggestions for spells and thoughts/comments on what I've got so far. Anything that should be changed?
Are there any good divination spells on the witch's spell list to even consider the harrow chosen trait, or would it be useless except for flavor?

Dragonchess Player |

I would note that the Slumber hex is very good, especially in combination with Evil Eye + Cackle. However, this may not be as thematically appropriate.
The spell anticipate peril (from the Fate patron, which is probably very appropriate for a harrower) would gain an extra 2 min duration from Harrow Chosen. 1st level witch spells that would also benefit include comprehend languages (+20 min duration), detect secret doors (can maintain concentration for +2 min), pierce facade (+20 min duration), and twisted futures (affect 2 extra targets, lasts +2 rounds).

Toshy |

In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)?

I grok do u |
In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)?
The line of feats to get Psychic Disciple is the most straightforward, but 3 feat investment is rough.
Next is the typically inadvisable level dip into psychic.
Of course, I'm sure how mind thrust fits into your theme, but you can work with the GM to customize the patron spells perhaps.
Harrow chosen helps with duration and also overcoming SR with spells like Anticipate Thoughts.

Tom Sampson |
The Pathfinder Savant or Loremaster (by way of the Secret of Magical Discipline feat) prestige classes would both work for that.

I grok do u |
The Pathfinder Savant or Loremaster (by way of the Secret of Magical Discipline feat) prestige classes would both work for that.
Good options. Savant will cost a witch spell level or taking favored prestige class and prestigious spellcaster to get it back.
Loremaster just takes a couple extra levels to get to it.

Joynt Jezebel |

In addition, does anyone know of a simple way (within the upper frame) of getting a single psychic spell as a witch (looking at you, mind thrust I)?
I can't find a convenient way.
Why do you want that particular spell?
The Mind Patron gives you a bunch of psychic spells. But not that one. You could ask your GM very nicely if they will allow you to take the spell you want in place of the 1st or 2nd level spell the patron gives you. Promise them sexual favours or something.
Another path is to start as a half-elf with the starchild trait, or a human by way of adopted. That gives you the Psychic Sensitivity feat which is one of the pre-requisites of Psychic Disciple. It also has other benefits, psychic skill unlocks, at least I think so. Check that it works by the RAW or with your GM if you are motivated by getting the skill unlocks.
Finally, have a look at Northern Spotted Owl's Witch Guide. It is very good and up to date.

Northern Spotted Owl |
Finally, have a look at Northern Spotted Owl's Witch Guide. It is very good and up to date.
Kind of you. Here: it is.
In terms of healing, good options include:
- Buy a wand of cure light wounds. This is an incredible value.
- The Healing hex is pretty great at lower levels, but decreasingly worth the hex slot once you can afford a wand of CLW.
- The Healing patron gets you Lesser Restoration, which is one of the key spells the Witch list lacks for this role.
For hexes, I'd look at:
- Fortune -- This pairs really well with Soothsayer, even if it's only 1/day. A hit that would have a 50% chance jumps to 75% (since 50% x 50% = 25% of missing on both rolls). And it's in fact over-powered if any of your party members lean into critical hits. Consider a weapon with a 19-20 crit range and a character that takes Improved Critical to expand that to 17-20. With the Fortune hex applied they would need to roll 1-16 twice in a row (80% x 80% = 64%), which means that a full 36% of the time they crit.
- Prehensile Hair -- This is a ton of fun, it can allow you to deliver touch range spells for a modestly safe distance (consider a wand of lesser reach too). And it adds a high strength character to your party if you don't otherwise have one.
- Swine -- Once you're 8th level this (particularly when it's backed by the feat Split Hex) is a ton of fun, and effective too. Martial characters can't hold weapons, in fact any character drops what they're holding. Spell casters may not be able to cast spells with a somatic component (run this past your DM in advance so you're on the same page).
For spells I think you really want to consider flavor as well as tactical impact. So I'll list some of both.
1st
enlarge person
hermean potential -- a great spell when someone must make their saving throw(s), make a skill check, or hit a tough opponent (overlaps with Fortune hex there).
obscuring mist -- place this on top of enemy archers or spell casters. use it to sneak through an opening in the trees. cast it into a room full of enemies just as an ally opens the door.
sow thought -- this is a permanent effect. "that ogre doesn't care if I live or die, I'm not fighting for them any longer" "that witch looks trustworthy" "I think I saw movement over there, I should go investigate"
unbreakable heart -- counters fear & confusion. provides additional saves vs hostile control. a lot of value once you're no longer relying on 1st level spells.
2nd
blindness -- this just shuts down an opponent, can end an encounter or shift it in your favor quickly
euphoric cloud -- great battlefield control
glitterdust -- reveal the invisible and temporarily blind some of your opponents
vomit swarm -- a decent spell, since many opponents can't handle a swarm. and enormously fun.
web -- great control, and pairs well with vomit swarm: spiders
3rd
sleet storm -- blocks *all sight*, 1/2 movement
stinking cloud -- area effect nauseated
thorny entanglement -- reduce movement, modest damage, very likely to shut down enemy casters

Joynt Jezebel |

I'll probably take mor of a support role (buffing/debuffing).
Then you should include the Fortune Hex. Probably early on.
You can only use it on each ally once/day but it is excellent while on and it is cackleable.
Iceplant is also a recommendation. Anything that tends to keep you alive is good. You can't buff or debuff if you are dead.

thorin001 |
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Fortune is not as good as it looks. Once per round he can roll twice and take the better result. And the choice has to be made before the dice are rolled.
Evil Eye is mind affecting, so there are a lot of targets you cannot use it on. But it is a great general purpose debuff.
Healing gets a bad rap. The healing provided is relatively minor, but how many parties would turn their noses up at a wand of CLW with 5 charges per day? Also you can use it to hurt undead. Lastly it is great for healing NPCs that you do not want to waste resources on.
The ancestor patron is very good for a buffing witch.

Joynt Jezebel |

Fortune is not as good as it looks. Once per round he can roll twice and take the better result. And the choice has to be made before the dice are rolled.
It has it's limitations yes and probably isn't as good as it looks at first blush.
But you are going to be Cackling anyway which keeps a collection of debuffs going. Once a Witch gets all this going most opponent groups are in deep trouble if not comically helpless as long as you can keep Cackling.
Fortune is still a significant buff and is improved by something you are usually going to be doing anyway.
I would take extra hex twice for fortune and slumber over precise shot and point blank shot.

Northern Spotted Owl |
My take on good hexes:
Evil Eye is only fine. It softens up a target, but it also takes a round. Since combat is usually decided in the first 3-4 rounds, that's a lot.
Misfortune is almost always better, their attacks are worse and so are their saves. And it works on any target, where undead/constructs/swarms/mindless are a witch's weak spot.
Slumber is so good it's almost broken, so much so that some players/DMs avoid it. It steals the lime light. And it's mind-affecting.
Soothsayer/Protective Luck/Fortune -- These are terrifically powerful. Sure, fortune is only 1/day but you can either put it on one melee party member before each encounter or save it for when you suspect a big encounter is coming.
Flight -- You're a fool if you don't take this. Or at least your character concept better preclude it. :)
Swine (8th level or above) -- Not as powerful as Slumber, but no mind-affecting limitations. Also, it came out near the end of Pathfinder 1e's active production run so there aren't a lot of clarification. E.g. does it prevent somatic gestures or require some sort of roll against ... something? If someone is running, might they trip when their feet transform to hooves? Or are they now better at climbing?
Prehensile Hair -- Agreed, it's redundant for a Cartomancer.