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Poundpuppy30 wrote: Wow only two classes? So the rest of the classes learn spells as they level then or from other familiars?Wizards and Magi use spellbooks (and scrolls).Alchemists use a formula book.Witches learn from scrolls and other witch familiars.Clerics, Druids, Paladins, and Rangers can prepare any spell on their list.Bards, Inquisitors, Oracles, Sorcerers, and Summoners only know spells they learn from leveling.Why are you asking so many questions about spellbooks?
What's real question behind all this? Quote:Blood TranscriptionSchool divination evil; Level alchemist 2, magus 2, wizard 2, witch 2Casting Time 1 standard actionComponents V, SRange touchTarget one dead spellcasterDuration 24 hoursSaving Throw none; Spell Resistance noBy consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew.
Welcome to the Pathfinder witch hexes guide. I will explain the witch hex class feature and list the best of the common hexes and major hexes you have at your disposal. Tags: Pathfinder, witch. 5.1 Black Witch; 5.2 White Witch; 5.3 Spell List; 5.4 Multiclassing. The elf casts a spell, somehow more powerful than what is normally seen, blowing the spirit.
Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.Since it follows the normal rules for copying a spell from another source, I assume for a witch it works like one familiar teaching another familiar a spell. (Since it can't work like learning from a scroll, since the scroll has to be burnt and consumed.)The downside of blood transcription is that you can only get one spell from the killed character (generally).It's a great spell for the vampire witch NPC I made for my campaign.
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I Figured I would try to fill both those roles and Build a Hedgewitch. My concept thus far is 'crazy old coot with a super long beard of death.' Beyond that, I was looking at the spells and many of them seem extremely situational. I went human for the extra feat, and put both feats into extra hexes.
Right now I have Prehensile Hair, Evil Eye, and Healing Hexes. I plan on picking up Slumber, and Flight, as soon as possible. The spell list seems to be quite a bit thinner than the other classes.
What are some good spell options other than the obvious ones?. Personally, I really enjoy Prehensile Hair, Flight and Healing for their flexibility and utility value. Similarly for Fortune as the other party members love acing skill checks etc.
Due to basically getting 'advantage' on the roll from me.If you pick Misfortune and/or Evil Eye, Cackle is more or less obligatory. For a debuffer focused build, might actually be interesting because it may save on move actions for Cackle.Also, if you can wait until you can afford a you can use your Hex slots and feats (you are taking Extra Hex, right?) for other neat picks.There are lots of flavorful hexes available to a witch but for most of them actual value to the party is questionable. Looking at you, Child-Scent et al.Next to those there are a bunch of mid-range hexes that aren't outright horrible but still significantly shy of great; among them Charm, Disguise, Tongues and Feral Speech.I'd actually rank Cauldron among this category as well because while consumables are nice, Brew Potion is pretty much the least useful Item Creation feat there is. If you are allowed to retrain hexes using the Ultimate Campaign rules then it's an option for the earlier levels to be swapped out later (maybe for Flight at 5th).As for non-obvious spells:. I like to put my on all my belongings, use it for breadcrumbs in dungeons and sometimes mark people to intimidate them.
![Witch Witch](http://i1084.photobucket.com/albums/j414/Saph7/Rin-Archersmaller.jpg)
('see this mark of my curse? You better watch your mouth.' ).is pretty neat (because Tanglefoot bags are pretty neat in the first place) and saves money on the consumable item as well as with carrying capacity. The save DC is low but targets are slowed down even when they made the save.currently still works with beneficial hexes like Healing and Fortune per RAW, which can have a pretty substantial impact. At later levels I'd invest in a CL2 wand of it.is actually a rather obvious defensive/battlefield control spell, but I love to use it while flying above the battlefield (so my meatshields valued adventuring companions don't give me the stinkeye for fogging up the area they fight in) and using the 's Water Sight shaman hex, borrowed via, to perfectly see through the fog while enjoying concealment.Before picking up Spirit Talker, I would often cast and intone in my best Saruman chanting voice: 'I call the FOOOOG OF TEEEERROOOOOOR!'
I would practice with my party members and crew (my witch being played in the Skull & Shackles AP) to ignore the conjured fog when hearing me say this since it's an illusion, but any enemies who didn't manage to make the save would face reduced vision, the shaken condition, and some WIS damage.in conjunction with the Slumber hex can ruin an enemy's day pretty fast. Then again, encounters with a single strong enemy are bad design anyway and so minions should be expected to kick their more powerful friend awake post-haste.I like because the visuals are so disgusting (I like witch characters being 'the creepy one') as well as standard action summoning that can be directed and that will upgrade to more powerful swarms with higher CL.Other than that, I enjoy a lot of the curse spells immensely, especially Blindness/Deafness and Bestow Curse because they are just great at utterly ruining someone's day. Even though my Intimidate bonus isn't great due to dumped CHA, many notable NPCs will think twice before crossing my character because they know - and fear - what the consequences could be. Haunting Mists is a figment.From:A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.They see where the fog is supposed to be after making the save but can see through it normally. The aspect of my usage that is not quite RAW (but the GM agreed because he liked the thinking) is the pre-emptive 'immunization' of our own crew.I announced that I would drill with them every day at random times and without warning (other than my trademark FOG OF TERROR intonation) until even the dumbest crewmember successfully managed to disbelieve the spell reliably.By RAW, however, telling someone that a specific illusion is unreal would only give them a +4 bonus on the save. (same link as above)In any case, I would absolutely advise to discuss this tactic with your GM before planning to use it. But that pretty much goes for every usage of illusion spells.
Hm, I suppose that's a question of general vs. I started level 1 with prehensile hair and found a seemingly infinite amount of use for it. It obviously gives touch spells more range, but with creativity, there's just so much more for you to use!I also really enjoy Vomit Swarm and Lipstitch, especially if you can swing it as a combo. Limp Lash is op as fuck (1d6 str, dex, con damage per round). I also love the healing hex and fly. Personally, I don't like to play her bursty, but more utility.Also, aqueous orb and hideous laughter makes a great combo. Also also, CHARM for DAYS!
One time I used prehensile hair to grow out a single hair, almost imperceptible, to charm a guy from the distance. Good times. Misfortune, cackle - this will be your bread and butter for those save or die spells later on. Also pretty much the reason people play a witch.
If your gm is any good, you won't be able to use slumber anyway, since it's mind affecting. Otherwise it just becomes a snore party. Both ingame and at the table. Everyone is asleep because you hex or they have no opposition.as for spells, if you have any semi-decent cursed item ( or get your hands on one later on ), beguilling gift. Even more fun since you have prehensile hair and can 'gift' the item with that.for those one-man disables - baleful polymorph and blindness are always nice to have.dont miss out on hex vulnerability either. You get to reuse your hexes with that. Otherwise it just becomes a snore party.Yep.
I usually nerf Slumber, it's wayyy too good. Did a one shot and one of the players made a Witch with high Int, the Slumber Hex, and a Greensting Scorpion. Always won initiative(thanks, Greensting) and immediately took someone out of the fight. God forbid he get a surprise round, he'd end combat before it ever started. They all got bored very quickly.' I cast Slumber at that guy.'
'Ok, he's asleep.' 'And at that guy.' 'Ok, combat is over.'
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