*Witches are not particularly good buffers. **Witches are not particularly good combat healers. Your biggest spell slot might be used for this. **Healing in combat should be used only to avoid party members falling. You can depend on Scrolls for removing conditions. A communal CLW Wand is easily accessible at lv3. You should not sink spell slots or worse, hexes, into healing outside combat. *Healing in combat is a suboptimal use of actions. What the rest of your party is playing would greatly inform the advice I can provide. Just be aware that they will have a lot of information and it can be overwhelming, but you can take your time to go through it with your DM or another player that knows the system more. You can google witch guides for Pathfinder and pull up some good ones that will help break the game down more than this. I don't know the Witch class enough to give more than that as advice. I am not familiar enough with the spell list to give a decent list for picks, but you can just go through and grab ones you think will help and fit your idea of the character. The best Debuff hex early game is Evil eye, since you can switch between which types of debuffs you have the target recieve every round, with Cackle being a good follow up to keep the debuffs going. Depending on the type of familiar you want to have, maybe pick one that gives a bonus to initiative since you want to go first and get the buffs/debuffs up first. I suggest going with the Protection Patron theme since it has a good list of protective spells, thus its name. The first set is better for all what you want since you only want to splash in debuffs instead of rely on them, so you won't need the high 20 Int at the cost of Dex (I am assuming the scores are in order).
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