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Witch Eldritch Knight
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<blockquote data-quote="pawsplay" data-source="post: 5351774" data-attributes="member: 15538"><p>Witch/Eldritch Knight has a lot of cool flavor, like a Hexblade plus awesome, but presents some interesting challenges.</p><p></p><p>Pros:</p><p>- Wide selection of offensive, healing, buffing, and debuffing effects</p><p>- Hexes are mostly unlimited supernatural abilities</p><p>- Able to learn lots of spells</p><p>- Lots of nice choices for spell criticals</p><p></p><p>Cons</p><p>- Eldritch Knight does not advance familiar</p><p>- Limited Patron advancement as well</p><p>- No free spells learned as Eldritch Knight</p><p>- Hex DCs based on witch level</p><p>- Shield issues, at least until you can afford a mithril light shield or an animated shield</p><p></p><p>It appears to me that Fig (or whatever) 1/Witch 6 is the correct entry point, as there is no reason to get emotionally attached to hexes, and you want spell critical ASAP. Depending on your patron, it makes sense to come back and pick up two more levels of Witch for another patron spell. Particularly, Strength witches can pick up divine power at about the point divine favor is wearing a little thin.</p><p></p><p>Best hexes: Cackle, cauldron, disguise, evil eye, flight, fortune, healing, tongues, ward</p><p>Worst: blight, charm, coven, slumber</p><p>Indifferent: misfortune (actually quite nice and goes nicely with cackle, but the save DC will fall off eventually)</p><p></p><p>Best patrons: Strength (divine favor), Trickery (mirror image), Wisdom</p><p>Also quite good: Deception, Elements</p><p>Meh: Agility, Deception, Endurance, Shadow, Water</p><p>Worst: Animals, Plague</p><p></p><p>Feats to avoid: Arcane Armor Training, Extra Hex (unless used to snag Cauldron)</p><p>Feats that are awesome: Spell Focus, Spell Penetration, Toughness, Weapon Focus</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5351774, member: 15538"] Witch/Eldritch Knight has a lot of cool flavor, like a Hexblade plus awesome, but presents some interesting challenges. Pros: - Wide selection of offensive, healing, buffing, and debuffing effects - Hexes are mostly unlimited supernatural abilities - Able to learn lots of spells - Lots of nice choices for spell criticals Cons - Eldritch Knight does not advance familiar - Limited Patron advancement as well - No free spells learned as Eldritch Knight - Hex DCs based on witch level - Shield issues, at least until you can afford a mithril light shield or an animated shield It appears to me that Fig (or whatever) 1/Witch 6 is the correct entry point, as there is no reason to get emotionally attached to hexes, and you want spell critical ASAP. Depending on your patron, it makes sense to come back and pick up two more levels of Witch for another patron spell. Particularly, Strength witches can pick up divine power at about the point divine favor is wearing a little thin. Best hexes: Cackle, cauldron, disguise, evil eye, flight, fortune, healing, tongues, ward Worst: blight, charm, coven, slumber Indifferent: misfortune (actually quite nice and goes nicely with cackle, but the save DC will fall off eventually) Best patrons: Strength (divine favor), Trickery (mirror image), Wisdom Also quite good: Deception, Elements Meh: Agility, Deception, Endurance, Shadow, Water Worst: Animals, Plague Feats to avoid: Arcane Armor Training, Extra Hex (unless used to snag Cauldron) Feats that are awesome: Spell Focus, Spell Penetration, Toughness, Weapon Focus [/QUOTE]
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