Need some input on building a witch for a homebrew game. The rest of the party is a Barbarian, Oracle and Rogue.Our last game went to 20+ so im fully planning the character out on the off chance i can keep the alive the whole time. I have no stats listed as we have yet to roll for stats (4d6 drop the lowest, minimum six). Character starts at level 2.
I have three different variations i'm currently tossing around. Combat encounters are generally rough so any input in streamlining the character mechanically would be appreciated.
Few Notes:
- I don’t take agony as Ice Tomb simply seems better (both target Fort).
- Each has Magical Lineage (ill Omen) with intent toward quicken spell. I’m not super attached to this option as it would conflict with Stinking Cloud Spell slots and Sleet Storm which are both great utilities.
- Metamagic rods aren’t feasible to obtain based off our last campaign meaning if i want a metamagic i have to spend a feat on it.
- Were allowed to use anything pathfinder that isn’t 3rd party (so no 3.5 material).
- I've only really considered Elf, but im not opposed to Human.
Race: Elf (Dream Speaker)
Traits: Reactionary(+2 initiative), Magical Lineage (ill Omen)
Familiar: Scorpion Greensting
1. Extra Hex: Cackle, Evil Eye
2. Hex: Slumber
3. Extra Hex: Misfortune
4. Hex: Fortune
5. Accursed Hex
6. Hex: Flight
7. Quicken Spell
8. Hex: Healing? Scarred? Other?
9. Persistent Spell (Different metamagic?)
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. Dazing Spell
14. Hex: Major healing? Agony? Other?
15. Spell Perfection (Shadow evocation/Dazing; Firewall or something) (other ideas?)
16. Hex: Major healing? Agony? Other?
17. Spell Penetration
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?
Had to take 3 metamagics to qualify for Spell perfection it seems like a heavy invest for a dedicated reflex save spell. Though i was planning on taking quicken spell regardless.
Race: Elf (Dream Speaker)
Traits: Reactionary(+2 initiative), Magical Lineage (ill Omen)
Familiar: Scorpion Greensting -> Dust Mephit or Faerie Dragon (Haven’t decided which)
1. Improved Initiative, Evil Eye
2. Hex: Slumber
3. Extra Hex: Cackle
4. Hex: Fortune
5. Accursed Hex
6. Hex: Flight
7. Improved Familiar
8. Hex: Misfortune
9. Quicken Spell
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. ?
14. Hex: Scar? Other?
15. ?
16. Hex: Major healing? Other?
17. ?
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?
Feats i'm considering slotting in; Spell Penetration, Spell Focus, Combat Casting, Spell Hex (I doubt the DM will allow Ability Focus)
I take improved Initiative in this variation since I trade out the scorpion greensting. Main reasoning to take a familiar is survivability and additional utility (DM won't allow Imp).
Race: Elf (Dream Speaker)
Traits: Reactionary(+2 initiative),Magical Lineage (ill Omen)
Familiar: Scorpion Greensting -> Dust Mephit or Faerie Dragon
1. Improved Initiative, Hex: Evil Eye
2. Hex: Slumber
3. Accursed Hex
4. Hex: Ward or Healing
5. Quicken Spell (Early but i still get to cast quickened ill Omen)
6. Hex: Flight
7. Improved Familiar
8. Hex: Misfortune
9. Persistent Spell
10. Hex: Ice Tomb
11. Split Hex
12. Hex: Retribution
13. Dazing Spell
14. Hex: Scar?
15. Spell Perfection (Shadow evocation/Dazing; Firewall or something) (other ideas?)
16. Hex: Major healing?
17. ?
18. Death Curse or Forced Reincarnation
19. Split Major Hex
20. Summon Spirit?
Feats i'm considering slotting in; Spell Penetration, Spell Focus, Combat Casting, Spell Hex (I doubt the DM will allow Ability Focus)
The Idea with this variant was not to bother with the cackle action economy. I still take Misfortune at 8 were it lasts 2 rounds.