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Add in the mythic feats and a witch can be ridiculously overpowered.
They're more of a buffbot / support class than your main spellcaster (or gish).
you gonna need to take ascendant fire, both elemental fire focuses , both spell pens and spell focuses, dip into crossblooded sorc and mythic second bloodline for all 3 bloodlines that boosts fire, all abundand casting feats, improved critical: ray, precise shot.
What the Witch lacks in spells she makes up in hexes. As a whole this class has some of the best action economies in the game and still holds its weight once spells run out.
The Hagbound in particular is very good as either a melee Witch focusing on Strength or a curse slinger focusing on Intelligence and Charisma. Latter because of Vile Curse that grants unlimited uses of the Bestow Curse spell-like ability.
I highly recommend the Demon mythic path for Hagbound by the way. It plays in all of the strengths of the archetype: be it martial prowess, spells damage, high DC and boosts for both Strength and Intelligence oriented Witches.
Witch, however, is great as a support caster that supports the main offensive caster by relieving the burden of casting buffs from the main offensive caster and also supporting him with Evil Eye hex that reduces enemy saving throws.
Also, despite the hex scaling getting a buff, it's still bad on any difficulty starting from core, because hex DCs cannot be buffed by spell focus feats.
b) they are great buff/debuff bots
c) hexes are great
period; no matter the difficutly. cackle+hex debuf/buffs is honestly one of the best support tools you can get, while still beeing able to cast some pretty good spells.
* Evil Eye can apply up to 3 debuffs (saves, AC, attack rolls)
* Misfortune makes a monster roll all D20s twice and take the worst. Notably, this even works on mindless creatures like vermin, constructs, or undead.
* Cackle can make Evil Eye / Misfortune "permanent" as long as the witch uses move actions
* Slumber is top-tier save-or-die. It renders the victim helpless, meaning you can do a Coup de Grace and get a guaranteed crit and force a fort save versus instant death. Get a character with an x3 or x4 crit weapon and let them go to town.
Coup de grace did get some significant nerfs compared to tabletop - in TT, the save DC against instant death scales with damage dealt, which very rapidly reaches the point where only a nat 20 can save, and in TT you can add sneak attack damage to coup de grace, but it's still very powerful.
But if you want claws, it isn't useless, it just won't help you cast.
But like if you go with Str 7 (or 5), especially as a small character, claws start to look really appealing because they don't add weight to your character...
Probably best would be a melee witch, take agility for haste or maybe ancestors might work well. Take 10 Eldritch knight levels and kill stuff with a metal stick after buffing yourself. Unfortunately I think a wizard is still just better, but maybe i'll try it.
cast fortune on your fighter, cackle and watch them crit 30% of the time. 54% of the time if they have a 18-20 threat rate and improve critical. put things to sleep and so on. and yes hangbound witch is rather weak unless you really know what to do. Or cast protective luck on your front line, cackle and see something stronger than plot armor.