Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Witch Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="StreamOfTheSky" data-source="post: 5706275" data-attributes="member: 35909"><p style="text-align: center"><span style="font-size: 15px"><strong>Feats and Equipment</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="http://1.bp.blogspot.com/_P_LoljqffyI/TRuHXzcM56I/AAAAAAAAAHk/2mgITmnNvY0/s320/broomstick.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><span style="font-size: 15px"><strong>Feats</strong></span></p><p>I'm not going to list every feat here, only those that pertain to the Witch class and would be potentially helpful, or in some cases to highlight traps for you to avoid. Thus, this section will not have many feats with very low ranking.</p><p></p><p><u>General</u></p><p>[sblock]</p><p><span style="color: Violet">Ability Focus</span> (BI): This could be a nice +2 save DC boost for several hexes, but by far the best choice is Slumber, of course. With this feat and a 20 Int at level 1, you'll have a DC 17. A Fey sorcerer can have a DC 19 sleep spell with Spell Focus, but 17 isn't far off from that benchmark.</p><p></p><p><span style="color: Violet">Accursed Hex</span> (UM): "No, I mean it! It is bed time, mister!"</p><p></p><p><span style="color: Orange">Acrobatic</span> (CR): One of the most useful dual skill boosting feats for you, but still bad.</p><p></p><p><span style="color: Red">Allied Spellcaster</span> (APG): It's a trap!</p><p></p><p><span style="color: Orange">Arcane Armor Training</span> (CR): You have mage armor. I guess it's passable if you have no use for swift actions, but you also need light armor proficiency. The Mastery version is definitely not worth it.</p><p></p><p><span style="color: Red">Arcane Blast</span> (APG): On the one hand, you lack a bit for sheer damage spells when you just really need to finish off an injured yet still just as dangerous as at full hp foe. On the other hand, this sucks.</p><p></p><p><span style="color: Red">Arcane Shield</span> (APG): You need to blow a 6th level slot just to surpass the AC bonus an item you're going to have anyway is providing.</p><p></p><p><span style="color: Red">Arcane Strike</span> (CR): You have no business doing weapons combat, even with a ranged weapon.</p><p></p><p><span style="color: Orange">Arcane Talent</span> (APG): Here's your chance to get "the best spell ever" (Prestidigitation) if you wish.</p><p></p><p><span style="color: Green">Augment Summoning</span> (CR): It's a solid feat if you want to use summons a lot. You are far from the best class at it, though. You also lack many of the save-based conjuration spells that make the Spell Focus requirement not a total waste.</p><p></p><p><span style="color: Orange">Combat Casting</span> (CR): Try to boost concentration with a trait if you want it higher. In any case, you have AoO-safe hexes to use when threatened.</p><p></p><p><span style="color: Orange">Combat Expertise</span> (CR): If you're going to use a lot of touch spells, they hit on "not a 1" anyway, and you have the Int for this, may as well get an AC boost. I don't think doing this is a good idea, though...</p><p></p><p><span style="color: Green">Dazzling Display</span> (CR): This is actually pretty nice. Combine your area fear effect spells with this 30 ft area demoralization ability to stack fear on foes to make them run or cower. The bad part is, this requires Weapon Focus, and worse still, you need to "wield" that weapon to use this, so you can't even get SOME marginal utility out of WF by selecting ranged touch spells or touch spells. *sad face* You could probably get weapon focus on your prehensile hair, though that also have a daily limit for use.</p><p></p><p><span style="color: Green">Defensive Combat Training</span> (CR): In the long run, this is a big CMD boost. And even with poor strength, a mage with this feat and lots of dex and touch AC boosting items can get a reasonably good CMD total.</p><p></p><p><span style="color: Green">Destructive Dispel</span> (UC): If you debuff with dispel magic often, save or be stunned until your next turn is a nice boon. Obviously works best on readied actions disrupting the foe's turn for the longest possible stun duration. Seems designed for a counterspelling character, but useful to other casters, too.</p><p></p><p><span style="color: Red">Diehard</span> (CR): This feat is much better on a class that can heal itself than it is for others. That said, Endurance is very bad. This feat is <span style="color: Green">green</span> if you get Endurance for free or can bypass it somehow.</p><p></p><p><span style="color: Green">Dispel Synergy</span> (UC): Works with area dispels for whole groups. Only helps spell save DCs, not hexes, though.</p><p></p><p><span style="color: Orange">Diviner's Delving</span> (APG): It's sort of cool, and witch does have a lot of divination spells, but its appeal is tremendously reduced for requiring Spell Focus (divination).</p><p></p><p><span style="color: Green">Dodge</span> (CR): It benefits touch AC and CMD. Never a bad choice if you have no "must have" feats lined up for a given level.</p><p></p><p><span style="color: Red">Elemental Focus</span> (APG)</p><p></p><p><span style="color: Red">Eschew Materials</span> (CR): Typically, the only times this ever matters is when you're either being grappled or are facing an annoying pest that readies actions to disarm you. In either case, you should look for ways to avoid being in the predicament to begin with and failing that, just use hexes, rather than take this. If the DM likes to capture you or steal your stuff often, this is more valuable. But in that case, you've likely got bigger problems (your familiar).</p><p></p><p><span style="color: Deepskyblue">Evolved Familiar</span> (UM): The cha 13 requirement is painful, but there are so many good options for your familiar here. Reach to safely deliver touch spells for you; Skilled for +8 to Use Magic Device; Improved Natural Armor for +2 AC; even Unnatural Aura is sort of decent for outright keeping animals and dinosaurs away from your spell book w/o a save.</p><p></p><p><span style="color: Red">Extra Cantrips</span> (UM): Witch doesn't get that many good cantrips on her spell list to begin with.</p><p></p><p><span style="color: Deepskyblue">Extra Hex</span> (APG): Plenty of decent choices at early levels. Higher levels barely have enough goodies to fill up the hexes you gain from the class as it is, though.</p><p></p><p><span style="color: Deepskyblue">Flyby Attack</span> (BI): You can strafe foes with standard action spells/hexes, even "skirmish" with melee touch spells, though you would provoke an AoO without superior reach. As a caster with healing spells, this is also handy for saving the meatshield without ending your turn near the danger yourself. The only downside is that cackling will often occupy your move actions.</p><p></p><p><span style="color: Orange">Hover</span> (BI): Just max the Fly skill.</p><p></p><p><span style="color: Red">Improved Counterspell</span> (CR): Your limited range of spells makes this even worse than it is for most other casters.</p><p></p><p><span style="color: Violet">Improved Familiar</span> (CR): Probably the most important feat you could take. Any familiar that can find its way out of trouble (teleportation) is a huge boon in the area of "spell book protection." Check with your DM if it retains all your spells known. IMO, it should as you gain the new familiar at no expense, so it's not the same as run of the mill replacing a lost familiar, and a feat that wipes out most of your spells known is really, really dumb. If it does not, you may want to struggle by without learning any more than the spells you gain for fre until you get this feat, or adhere as close to that plan as possible, saving up spells you want to know as scrolls to scribe after taking the feat.</p><p></p><p><span style="color: Deepskyblue">Improved Initiative</span> (CR): Going first means winning!</p><p></p><p><span style="color: Deepskyblue">Improved Share Spells</span> (APG): Basically doubles the efficiency of your buff spells if you keep your familiar around you at all times, which is very probable.</p><p></p><p><span style="color: Violet">Leadership</span> (CR): As always, if this feat is allowed in the game, it is hands-down the most powerful one you could pick.</p><p></p><p><span style="color: Green">Lookout</span> (APG): Basically the only teamwork benefit useful to you at all. If only your familiar could acquire feats... If you have someone else in the party to take it with, consider it. Otherwise, it's useless.</p><p></p><p><span style="color: Orange">Lunge</span> (CR): You would use this to make a melee touch attack from outside your foe's reach to avoid the AoO, and/or to skirmish with said touch attack using Flyby Attack without provoking for movement. A witch will not have the BAB to grab this until the 13th level feat.</p><p></p><p><span style="color: Orange">Magical Aptitude</span> (CR): The other dual skill feat useful to a Witch. Slightly better than Acrobatic, but not by much.</p><p></p><p><span style="color: Green">Major Spell Expertise</span> (APG): Cha-based save DC means you're picking a utility/buff spell.</p><p></p><p><span style="color: Orange">Minor Spell Expertise</span> (APG): See Major Spell Expertise. 1st level Sp abilities are much less impressive than 5th level, though.</p><p></p><p><span style="color: Orange">Nimble Moves</span> (CR): Always be able to 5 ft step back and cast! Or you could just use your flight.</p><p></p><p><span style="color: Red">Parry Spell</span> (APG): It's a trap. A very sexy looking trap, but a trap nonetheless.</p><p></p><p><span style="color: Red">Shielded Caster</span> (APG)</p><p></p><p><span style="color: Orange">Skill Focus</span> (CR): Subpar choice, but might be useful for Use Magic Device.</p><p></p><p><span style="color: Deepskyblue">Spell Focus</span> (CR): Given how prevalent enchantments are on your list, this is well worth taking, and possibly Greater Spell Focus as well.</p><p></p><p><span style="color: Deepskyblue">Spell Hex</span> (UM): Definitely has its uses. You just need to find a good 1st level spell that could benefit well from the boosted DC, benefits of being Sp (and w/o text to the contrary, does NOT provoke an AoO for casting), etc... Beguiling Gift, Charm Person, Frostbite, Ill Omen, and Peacebond are alright choices, I think. Your 1st level patron spell might be a good candidate, too.</p><p></p><p><span style="color: Green">Spell Penetration</span> (CR): Witch is lacking for no SR offensive spells. Greater Spell Penetration is likewise helpful. You can use hexes to deal with high SR foes, though.</p><p></p><p><span style="color: Violet">Spell Perfection</span> (APG): I need to find good picks for this feat. Ideally, it'll be a spell that your Greater Spell Focus (if you have it) applies to. I'm going to guess that whatever you choose, you'll want a spell 5th level or lower so you can apply Quicken Spell to it for free.</p><p></p><p><span style="color: Red">Spell Specialization</span> (UM): I don't think +2 CL on a single spell is worth a feat at all. However...</p><p></p><p><span style="color: Green">Spell Specialization, Greater</span> (UM): Spont. casting a chosen spell is pretty awesome! Just...not sure it's worth 2 feats (plus the spell focus both of these require!)</p><p></p><p><span style="color: Violet">Split Hex</span> (UM): It only works on the initially available hexes. But Slumber is one of those, so who cares?! Also handy for Evil Eye and Misfortune. Double your debuffing output for no cost at all! This is your level 11 feat. If you could take it at 10th level, you would!</p><p></p><p><span style="color: Deepskyblue">Split Major Hex</span> (UM): Sad that you couldn't split your Ice Tomb or Retribution major hexes? Wel, noooo problem! This requires CL 18 and Split Hex, NOT Witch level 18, so how soon you get it depends heavily on how much you can boost your CL into the stratasphere. At the bare minimum, you should be able to nab this at level 17 with the +1 CL iuon stone.</p><p></p><p><span style="color: Green">Toughness</span> (CR): Also will boost your familiar's hp.</p><p></p><p><span style="color: Red">Uncanny Concentration</span> (UM)</p><p></p><p><span style="color: Orange">Weapon Finesse</span> (CR): For melee touch spells, of course.</p><p></p><p><span style="color: Orange">Wind Stance</span> (CR): If you plan to do more Flyby Attacking than cackling, this is some nice all-day miss chance.</p><p></p><p><span style="color: Green">Witch Knife</span> (UM): Even if you have a whole slew of offensive save-based patron spells, this is only +1 DC to a small number of spells. Alright, not amazing.[/sblock]</p><p></p><p></p><p><u>Item Creation</u></p><p>[sblock]</p><p><span style="color: Red">Brew Potion</span> (CR): If you want this, spend a feat on Extra Hex (Cauldron) instead, and get a skill bonus as well.</p><p></p><p><span style="color: Orange">Craft Arms and Armor</span> (CR)</p><p></p><p><span style="color: Orange">Craft Construct</span> (BI)</p><p></p><p><span style="color: Green">Craft Rod</span> (CR): Metamagic rods become very desired items at higher levels, being able to cut costs and not beg the DM to find them in a shop is handy.</p><p></p><p><span style="color: Red">Craft Staff</span> (CR)</p><p></p><p><span style="color: Orange">Craft Wand</span> (CR)</p><p></p><p><span style="color: Deepskyblue">Craft Wondrous Item</span> (CR): It's just so useful to everybody.</p><p></p><p><span style="color: Red">Forge Ring</span> (CR)</p><p></p><p><span style="color: Green">Scribe Scroll</span> (CR): A great way to have utility spells at the ready.[/sblock]</p><p></p><p></p><p><u>Metamagic</u></p><p>[sblock]<span style="color: Deepskyblue">Bouncing Spell</span> (APG): Incredible in any game with fights against more than a single credible threat.</p><p></p><p><span style="color: Red">Burning Spell</span> (UM)</p><p></p><p><span style="color: Red">Concussive Spell</span> (UM)</p><p></p><p><span style="color: Deepskyblue">Dazing Spell</span> (APG): Very costly at +3 levels and only applies to damage spells, which you're lacking in. But, the notion of a large area Reflex-save-or-lose is appealing when you already have will save or lose in spades and a fair amount of fort save or lose, as well. Could be good in concert with the elements patron.</p><p></p><p><span style="color: Red">Disruptive Spell</span> (APG)</p><p></p><p><span style="color: Green">Echoing Spell</span> (UM): Great in general, probably has abusive applications as well.</p><p></p><p><span style="color: Green">Ectoplasmic Spell</span> (APG): Basically 3E's "Transdimensional Spell."</p><p></p><p><span style="color: Red">Elemental Spell</span> (APG): Even if you were a blaster, this would be horrible. Who knew Energy Substitution was overpowered?</p><p></p><p><span style="color: Red">Empower Spell</span> (CR): Can be good (it's amazing on Time Stop!), just unlikely for a Witch to be useful.</p><p></p><p><span style="color: Red">Enlarge Spell</span> (CR)</p><p></p><p><span style="color: Green">Extend Spell</span> (CR): You're probably fine skipping this and just using rods.</p><p></p><p><span style="color: Red">Flaring Spell</span> (UM)</p><p></p><p><span style="color: Red">Focused Spell</span> (APG)</p><p></p><p><span style="color: Orange">Heighten Spell</span> (CR)</p><p></p><p><span style="color: Red">Intensified Spell</span> (APG)</p><p></p><p><span style="color: Orange">Lingering Spell</span> (APG): With some teamwork (bull rushing?), this might have potential...</p><p></p><p><span style="color: Red">Maximize Spell</span> (CR)</p><p></p><p><span style="color: Red">Merciful Spell</span> (APG): It's good for what it does, you just lack the blasty spells to get much out of it.</p><p></p><p><span style="color: Violet">Quicken Spell</span> (CR): Every high level mage wants this.</p><p></p><p><span style="color: Violet">Persistent Spell</span> (APG): Drastically increases your chances of success. Works even better with spells that have a save each round to either end the effect or reduce/ignore it for a round.</p><p></p><p><span style="color: Red">Piercing Spell</span> (UM): Just get Spell Penetration.</p><p></p><p><span style="color: Deepskyblue">Reach Spell</span> (APG): Amazing flexibility.</p><p></p><p><span style="color: Red">Rime Spell</span> (UM)</p><p></p><p><span style="color: Green">Selective Spell</span> (APG): Strange that it's only a +1 spell level effect but requires 10 or more levels to get. This works well enough on rods (which is set to up to 4 ignored creatures, btw) anyway.</p><p></p><p><span style="color: Red">Sickening Spell</span> (APG)</p><p></p><p><span style="color: Green">Silent Spell</span> (CR): Cast discreetly while invisible. Cast in an area of silence unhindered.</p><p></p><p><span style="color: Orange">Still Spell</span> (CR): Shame the grapple concentration DC's impossibly high, that was the main use of this in 3E.</p><p></p><p><span style="color: Orange">Thanatopic Spell</span> (UM)</p><p></p><p><span style="color: Green">Threnodic Spell</span> (UM): It helps against a common foe immune to mind affecting, but the +2 spell level and good base will saves and high HD of undead means it probably won't work much still.</p><p></p><p><span style="color: Red">Thundering Spell</span> (APG)</p><p></p><p><span style="color: Orange">Toppling Spell</span> (UM)</p><p></p><p><span style="color: Red">Widen Spell</span> (CR): Too costly.[/sblock]</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5706275, member: 35909"] [center][size=4][b]Feats and Equipment[/b][/size][b][/b] [img]http://1.bp.blogspot.com/_P_LoljqffyI/TRuHXzcM56I/AAAAAAAAAHk/2mgITmnNvY0/s320/broomstick.jpg[/img][/center] [size=4][b]Feats[/b][/size][b][/b] I'm not going to list every feat here, only those that pertain to the Witch class and would be potentially helpful, or in some cases to highlight traps for you to avoid. Thus, this section will not have many feats with very low ranking. [u]General[/u] [sblock] [color=Violet]Ability Focus[/color] (BI): This could be a nice +2 save DC boost for several hexes, but by far the best choice is Slumber, of course. With this feat and a 20 Int at level 1, you'll have a DC 17. A Fey sorcerer can have a DC 19 sleep spell with Spell Focus, but 17 isn't far off from that benchmark. [color=Violet]Accursed Hex[/color] (UM): "No, I mean it! It is bed time, mister!" [color=Orange]Acrobatic[/color] (CR): One of the most useful dual skill boosting feats for you, but still bad. [color=Red]Allied Spellcaster[/color] (APG): It's a trap! [color=Orange]Arcane Armor Training[/color] (CR): You have mage armor. I guess it's passable if you have no use for swift actions, but you also need light armor proficiency. The Mastery version is definitely not worth it. [color=Red]Arcane Blast[/color] (APG): On the one hand, you lack a bit for sheer damage spells when you just really need to finish off an injured yet still just as dangerous as at full hp foe. On the other hand, this sucks. [color=Red]Arcane Shield[/color] (APG): You need to blow a 6th level slot just to surpass the AC bonus an item you're going to have anyway is providing. [color=Red]Arcane Strike[/color] (CR): You have no business doing weapons combat, even with a ranged weapon. [color=Orange]Arcane Talent[/color] (APG): Here's your chance to get "the best spell ever" (Prestidigitation) if you wish. [color=Green]Augment Summoning[/color] (CR): It's a solid feat if you want to use summons a lot. You are far from the best class at it, though. You also lack many of the save-based conjuration spells that make the Spell Focus requirement not a total waste. [color=Orange]Combat Casting[/color] (CR): Try to boost concentration with a trait if you want it higher. In any case, you have AoO-safe hexes to use when threatened. [color=Orange]Combat Expertise[/color] (CR): If you're going to use a lot of touch spells, they hit on "not a 1" anyway, and you have the Int for this, may as well get an AC boost. I don't think doing this is a good idea, though... [color=Green]Dazzling Display[/color] (CR): This is actually pretty nice. Combine your area fear effect spells with this 30 ft area demoralization ability to stack fear on foes to make them run or cower. The bad part is, this requires Weapon Focus, and worse still, you need to "wield" that weapon to use this, so you can't even get SOME marginal utility out of WF by selecting ranged touch spells or touch spells. *sad face* You could probably get weapon focus on your prehensile hair, though that also have a daily limit for use. [color=Green]Defensive Combat Training[/color] (CR): In the long run, this is a big CMD boost. And even with poor strength, a mage with this feat and lots of dex and touch AC boosting items can get a reasonably good CMD total. [color=Green]Destructive Dispel[/color] (UC): If you debuff with dispel magic often, save or be stunned until your next turn is a nice boon. Obviously works best on readied actions disrupting the foe's turn for the longest possible stun duration. Seems designed for a counterspelling character, but useful to other casters, too. [color=Red]Diehard[/color] (CR): This feat is much better on a class that can heal itself than it is for others. That said, Endurance is very bad. This feat is [color=Green]green[/color] if you get Endurance for free or can bypass it somehow. [color=Green]Dispel Synergy[/color] (UC): Works with area dispels for whole groups. Only helps spell save DCs, not hexes, though. [color=Orange]Diviner's Delving[/color] (APG): It's sort of cool, and witch does have a lot of divination spells, but its appeal is tremendously reduced for requiring Spell Focus (divination). [color=Green]Dodge[/color] (CR): It benefits touch AC and CMD. Never a bad choice if you have no "must have" feats lined up for a given level. [color=Red]Elemental Focus[/color] (APG) [color=Red]Eschew Materials[/color] (CR): Typically, the only times this ever matters is when you're either being grappled or are facing an annoying pest that readies actions to disarm you. In either case, you should look for ways to avoid being in the predicament to begin with and failing that, just use hexes, rather than take this. If the DM likes to capture you or steal your stuff often, this is more valuable. But in that case, you've likely got bigger problems (your familiar). [color=Deepskyblue]Evolved Familiar[/color] (UM): The cha 13 requirement is painful, but there are so many good options for your familiar here. Reach to safely deliver touch spells for you; Skilled for +8 to Use Magic Device; Improved Natural Armor for +2 AC; even Unnatural Aura is sort of decent for outright keeping animals and dinosaurs away from your spell book w/o a save. [color=Red]Extra Cantrips[/color] (UM): Witch doesn't get that many good cantrips on her spell list to begin with. [color=Deepskyblue]Extra Hex[/color] (APG): Plenty of decent choices at early levels. Higher levels barely have enough goodies to fill up the hexes you gain from the class as it is, though. [color=Deepskyblue]Flyby Attack[/color] (BI): You can strafe foes with standard action spells/hexes, even "skirmish" with melee touch spells, though you would provoke an AoO without superior reach. As a caster with healing spells, this is also handy for saving the meatshield without ending your turn near the danger yourself. The only downside is that cackling will often occupy your move actions. [color=Orange]Hover[/color] (BI): Just max the Fly skill. [color=Red]Improved Counterspell[/color] (CR): Your limited range of spells makes this even worse than it is for most other casters. [color=Violet]Improved Familiar[/color] (CR): Probably the most important feat you could take. Any familiar that can find its way out of trouble (teleportation) is a huge boon in the area of "spell book protection." Check with your DM if it retains all your spells known. IMO, it should as you gain the new familiar at no expense, so it's not the same as run of the mill replacing a lost familiar, and a feat that wipes out most of your spells known is really, really dumb. If it does not, you may want to struggle by without learning any more than the spells you gain for fre until you get this feat, or adhere as close to that plan as possible, saving up spells you want to know as scrolls to scribe after taking the feat. [color=Deepskyblue]Improved Initiative[/color] (CR): Going first means winning! [color=Deepskyblue]Improved Share Spells[/color] (APG): Basically doubles the efficiency of your buff spells if you keep your familiar around you at all times, which is very probable. [color=Violet]Leadership[/color] (CR): As always, if this feat is allowed in the game, it is hands-down the most powerful one you could pick. [color=Green]Lookout[/color] (APG): Basically the only teamwork benefit useful to you at all. If only your familiar could acquire feats... If you have someone else in the party to take it with, consider it. Otherwise, it's useless. [color=Orange]Lunge[/color] (CR): You would use this to make a melee touch attack from outside your foe's reach to avoid the AoO, and/or to skirmish with said touch attack using Flyby Attack without provoking for movement. A witch will not have the BAB to grab this until the 13th level feat. [color=Orange]Magical Aptitude[/color] (CR): The other dual skill feat useful to a Witch. Slightly better than Acrobatic, but not by much. [color=Green]Major Spell Expertise[/color] (APG): Cha-based save DC means you're picking a utility/buff spell. [color=Orange]Minor Spell Expertise[/color] (APG): See Major Spell Expertise. 1st level Sp abilities are much less impressive than 5th level, though. [color=Orange]Nimble Moves[/color] (CR): Always be able to 5 ft step back and cast! Or you could just use your flight. [color=Red]Parry Spell[/color] (APG): It's a trap. A very sexy looking trap, but a trap nonetheless. [color=Red]Shielded Caster[/color] (APG) [color=Orange]Skill Focus[/color] (CR): Subpar choice, but might be useful for Use Magic Device. [color=Deepskyblue]Spell Focus[/color] (CR): Given how prevalent enchantments are on your list, this is well worth taking, and possibly Greater Spell Focus as well. [color=Deepskyblue]Spell Hex[/color] (UM): Definitely has its uses. You just need to find a good 1st level spell that could benefit well from the boosted DC, benefits of being Sp (and w/o text to the contrary, does NOT provoke an AoO for casting), etc... Beguiling Gift, Charm Person, Frostbite, Ill Omen, and Peacebond are alright choices, I think. Your 1st level patron spell might be a good candidate, too. [color=Green]Spell Penetration[/color] (CR): Witch is lacking for no SR offensive spells. Greater Spell Penetration is likewise helpful. You can use hexes to deal with high SR foes, though. [color=Violet]Spell Perfection[/color] (APG): I need to find good picks for this feat. Ideally, it'll be a spell that your Greater Spell Focus (if you have it) applies to. I'm going to guess that whatever you choose, you'll want a spell 5th level or lower so you can apply Quicken Spell to it for free. [color=Red]Spell Specialization[/color] (UM): I don't think +2 CL on a single spell is worth a feat at all. However... [color=Green]Spell Specialization, Greater[/color] (UM): Spont. casting a chosen spell is pretty awesome! Just...not sure it's worth 2 feats (plus the spell focus both of these require!) [color=Violet]Split Hex[/color] (UM): It only works on the initially available hexes. But Slumber is one of those, so who cares?! Also handy for Evil Eye and Misfortune. Double your debuffing output for no cost at all! This is your level 11 feat. If you could take it at 10th level, you would! [color=Deepskyblue]Split Major Hex[/color] (UM): Sad that you couldn't split your Ice Tomb or Retribution major hexes? Wel, noooo problem! This requires CL 18 and Split Hex, NOT Witch level 18, so how soon you get it depends heavily on how much you can boost your CL into the stratasphere. At the bare minimum, you should be able to nab this at level 17 with the +1 CL iuon stone. [color=Green]Toughness[/color] (CR): Also will boost your familiar's hp. [color=Red]Uncanny Concentration[/color] (UM) [color=Orange]Weapon Finesse[/color] (CR): For melee touch spells, of course. [color=Orange]Wind Stance[/color] (CR): If you plan to do more Flyby Attacking than cackling, this is some nice all-day miss chance. [color=Green]Witch Knife[/color] (UM): Even if you have a whole slew of offensive save-based patron spells, this is only +1 DC to a small number of spells. Alright, not amazing.[/sblock] [u]Item Creation[/u] [sblock] [color=Red]Brew Potion[/color] (CR): If you want this, spend a feat on Extra Hex (Cauldron) instead, and get a skill bonus as well. [color=Orange]Craft Arms and Armor[/color] (CR) [color=Orange]Craft Construct[/color] (BI) [color=Green]Craft Rod[/color] (CR): Metamagic rods become very desired items at higher levels, being able to cut costs and not beg the DM to find them in a shop is handy. [color=Red]Craft Staff[/color] (CR) [color=Orange]Craft Wand[/color] (CR) [color=Deepskyblue]Craft Wondrous Item[/color] (CR): It's just so useful to everybody. [color=Red]Forge Ring[/color] (CR) [color=Green]Scribe Scroll[/color] (CR): A great way to have utility spells at the ready.[/sblock] [u]Metamagic[/u] [sblock][color=Deepskyblue]Bouncing Spell[/color] (APG): Incredible in any game with fights against more than a single credible threat. [color=Red]Burning Spell[/color] (UM) [color=Red]Concussive Spell[/color] (UM) [color=Deepskyblue]Dazing Spell[/color] (APG): Very costly at +3 levels and only applies to damage spells, which you're lacking in. But, the notion of a large area Reflex-save-or-lose is appealing when you already have will save or lose in spades and a fair amount of fort save or lose, as well. Could be good in concert with the elements patron. [color=Red]Disruptive Spell[/color] (APG) [color=Green]Echoing Spell[/color] (UM): Great in general, probably has abusive applications as well. [color=Green]Ectoplasmic Spell[/color] (APG): Basically 3E's "Transdimensional Spell." [color=Red]Elemental Spell[/color] (APG): Even if you were a blaster, this would be horrible. Who knew Energy Substitution was overpowered? [color=Red]Empower Spell[/color] (CR): Can be good (it's amazing on Time Stop!), just unlikely for a Witch to be useful. [color=Red]Enlarge Spell[/color] (CR) [color=Green]Extend Spell[/color] (CR): You're probably fine skipping this and just using rods. [color=Red]Flaring Spell[/color] (UM) [color=Red]Focused Spell[/color] (APG) [color=Orange]Heighten Spell[/color] (CR) [color=Red]Intensified Spell[/color] (APG) [color=Orange]Lingering Spell[/color] (APG): With some teamwork (bull rushing?), this might have potential... [color=Red]Maximize Spell[/color] (CR) [color=Red]Merciful Spell[/color] (APG): It's good for what it does, you just lack the blasty spells to get much out of it. [color=Violet]Quicken Spell[/color] (CR): Every high level mage wants this. [color=Violet]Persistent Spell[/color] (APG): Drastically increases your chances of success. Works even better with spells that have a save each round to either end the effect or reduce/ignore it for a round. [color=Red]Piercing Spell[/color] (UM): Just get Spell Penetration. [color=Deepskyblue]Reach Spell[/color] (APG): Amazing flexibility. [color=Red]Rime Spell[/color] (UM) [color=Green]Selective Spell[/color] (APG): Strange that it's only a +1 spell level effect but requires 10 or more levels to get. This works well enough on rods (which is set to up to 4 ignored creatures, btw) anyway. [color=Red]Sickening Spell[/color] (APG) [color=Green]Silent Spell[/color] (CR): Cast discreetly while invisible. Cast in an area of silence unhindered. [color=Orange]Still Spell[/color] (CR): Shame the grapple concentration DC's impossibly high, that was the main use of this in 3E. [color=Orange]Thanatopic Spell[/color] (UM) [color=Green]Threnodic Spell[/color] (UM): It helps against a common foe immune to mind affecting, but the +2 spell level and good base will saves and high HD of undead means it probably won't work much still. [color=Red]Thundering Spell[/color] (APG) [color=Orange]Toppling Spell[/color] (UM) [color=Red]Widen Spell[/color] (CR): Too costly.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Witch Handbook
Top