Witch Handbook

I just haven't gotten there yet. Wasn't sure if I'd just mention how great a feat it is in the feats section or do a whole other list of improved familiars. But yes, lots of strong options with the feat. In particular for a Witch, I think having a "spellbook" that can teleport out of danger at will (as many of the outsiders are able to) would be an ideal trait to look for.
 

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Witch’s Hut**: I…uh…what is this for? It seems like you can have multiple animated huts running at once by RAW… Seriously, what would you use this hex for?

Only one at a time.

"The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state. [source: http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html]

Great start, THE RIVER OF THE HEAVENS.
 
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Ah, missed that detail, thanks. In that case I REALLY have no idea what the heck a level 18+ Witch does with that hex. I thought you could like make an army of cottages at least. Downgrading.
 

Many of the hexes are there simply as nods to famous witches... do you want to copy Baba Yaga's Hut? There's a hex for it. Do you want a witch that rides you in your nightmares, as some supposedly did? There's a hex. Do you want a witch that creates poison apples and can put princesses to sleep forever? Covered. A witch who sniffs out children in order to cook and eat them? It's all there.

That said, I agree that too many of the hexes are villain-oriented, and useless for most adventuring PCs. Luckily, as you said, there are enough decent choices that a good character is still possible.

I recently rolled up a 1st level witch for a new Pathfinder Scarred Lands game that our group is starting in a few weeks. I made some different choices than your guide suggested... they may or may not all be optimal, some were done to fit the character's background, style, Patron, etc, but I did try to make a useful character.

Race: I chose Elf for several reasons, both for flavor and rules. The biggest benefits to me were the stats (+2 Dex, +2 Int, -2 Con) and weapon familiarity with longbows and rapiers (among other weapons). Rapier and Longbow are significantly better than a light mace and crossbow, and I plan to be using weapon attacks a fair amount, at least in the early levels, until I get more attack spells.

Attributes: The DM gave us several attribute spreads we could select from, and the one I chose gave me the following stats after Racial modifiers:

Str: 10 (0)
Dex: 18 (+4)
Con: 9 (-1)
Int: 17 (+3)
Wis: 14 (+2)
Chr: 12 (+1)

Now, I'm sure you're wondering why a primary caster like a Witch would put her highest score in something other than her casting stat... that's not something you see every day. But I chose a Patron of Agility, and my 1st level feat is Weapon Finesse (which goes well with the Elven proficiency in rapier if I need to melee, giving me a +4 on both melee and ranged attacks, Initiative, and AC and Reflex saves, not to mention all the Dex-based skills I'm picking up). In effect, Dex therefor gives me 6 important bonuses, while Int only gave me skills and save DCs on my spells. Since I'm starting out more focused on healing and buffing rather than attacks, that won't hurt me very much, and by the time I have enough attack spells and hexes for it to matter, I'll be putting my 1st Attribute point increase at 4th level into bumping the Int to an 18 as well. But for the first 3 levels, for this character, I felt Dex was just more important.

As for the other stats, I wish I could have had a higher Con, and I may raise it later, but we are going to be a fairly city-focused campaign to start with, and so I wanted my social stats and Sense Motive, Perception, etc to be above average. With Weapon Finesse, Str lost some of its importance.

Familiar: With a Patron of Agility and a focus on Dex and stealth, I just had to choose a cat. He's a long-haired grey mouser named Fafrd.

Skills: An emphasis on Dex and Int-based skills, but also taking some social skills because this campaign is supposedly going to be city-based and full of intrigue and social gamesmanship.

Hexes: I chose Healing as my 1st Hex. Magic items will not be in great supply in this game, and prices of most items will be several times their usual costs when they are available at all, we were told, so the usual "buy a wand of curing" won't be possible for quite a long time. This lets me cure each party member once per day for free, and at 5th lvl it becomes a cure moderate wounds each. The larger your party, the more useful it is... with at least 5 party members in our group, it's like having 5 extra free Cure Lt Wnds (and later Cure Mod Wnd) spells memorized per day (more if you use it on NPCs for cash as a day job, or on hirelings, mounts, etc).

Later Hex choices will include (in no particular order) Flight, Disguise, Misfortune, Evil Eye, Cackle, Beast Speech, and Slumber. Note that although you rated Slumber as the best Hex, it's a terrible choice at 1st level, IMO, because it only last 1 round per level of the witch, not minutes like the Sleep spell. Putting someone to sleep for 1 round is about as useful as taking Summon Monster I at 1st level, when it just lasts a round... it's a solid choice for later, but not so much in the early levels. I instead chose the Sleep spell to begin with, as it can affect multiple creatures at low level, and it lasts for minutes. By the time it runs out of usefulness, the Sleep Hex will be worth taking.
 
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You did not use any of the improved familiar familiars in that section. Don't care for any, the feat or not there yet?

If because you haven't worked to there yet, you should check out the Silvanshee Agathion, Cassisian Angel, Lyrakien Azata, mephits, the 8 small elementals and the 4 alignment templates. Also, the Nosoi (from adventure path #47) is interesting if not very powerful

IMHO, gaining a feature of another class is pretty powerful, and the Silvanshee ranks highest in my books of the ones listed above, add to that cat's luck, and fly 90ft good.

The mephits are overall not bad, flight, breath weapon, fast healing(conditional), and hands that can use wands. There is also no effective alignment restrictions

There is 1 big drawback that Witches suffer with the Improved Familiar feat that wizards and sorcerers don't... the familiar is their spellbook. If they lose their familiar, the new familiar only gets all Cantrips + 2 spells of each spell level the witch can cast. So if she can cast 4th level spells, the new familiar gets all 0 lvl, 2 1st, 2 2nd, 2 3rd, and 2 4th level spells (plus any bonuses from your Patron). All the other spells you learned or picked up in your travels have to be acquired again! That's a pretty major drawback if you have learned very many spells. (See the rules on pg 69 of the APG).
 

Ah, missed that detail, thanks. In that case I REALLY have no idea what the heck a level 18+ Witch does with that hex. I thought you could like make an army of cottages at least. Downgrading.

Greater create demiplane. Put a portal in the hut. You can either use the demiplane to link portals between your field hut and your stronghold, or you can build your stronghold inside the demiplane itself. It's nowhere near as fast as greater teleport, but your cargo capacity is effectively unlimited.
 

There is 1 big drawback that Witches suffer with the Improved Familiar feat that wizards and sorcerers don't... the familiar is their spellbook. If they lose their familiar, the new familiar only gets all Cantrips + 2 spells of each spell level the witch can cast. So if she can cast 4th level spells, the new familiar gets all 0 lvl, 2 1st, 2 2nd, 2 3rd, and 2 4th level spells (plus any bonuses from your Patron). All the other spells you learned or picked up in your travels have to be acquired again! That's a pretty major drawback if you have learned very many spells. (See the rules on pg 69 of the APG).

That's more than a big drawback, that's utterly devastating, wow... That's just abominable! Anytime it dies or if you grab Improved Familiar, you instantly lose most of your known spells (on top of the insano gp cost) and have to acquire them all again till the next time your pet croaks? D&D combat is very vicious to pets and underlings. Even if the DM isn't a RBDM, and even if I was doing everything I could to make my familiar a non-combatant that just hangs around me, I'd be afraid of my familiar accidentally getting killed. I just...I'm speechless at how awful that is.
 

Note that although you rated Slumber as the best Hex, it's a terrible choice at 1st level, IMO, because it only last 1 round per level of the witch, not minutes like the Sleep spell. Putting someone to sleep for 1 round is about as useful as taking Summon Monster I at 1st level, when it just lasts a round... it's a solid choice for later, but not so much in the early levels. I instead chose the Sleep spell to begin with, as it can affect multiple creatures at low level, and it lasts for minutes. By the time it runs out of usefulness, the Sleep Hex will be worth taking.

Except that, as long as you have a party member within a 5 ft step of melee range with the target (preferably with a heavy pick or scythe :) ), 1 round IS enough to get a coup de grace in. So it is useful at level 1. You just want to use it at the right moment, once an ally is already in position for the kill. Even aside from that, you'd want to delay or ready your action as needed. A simple standard action slap wakes someone up; you want to have the Slumber hit right before an ally's turn comes up for the kill shot, so the enemy's friends have no chance to save him.
 

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