Source Advanced Player's Guide pg. Channel Energy (Su): You only have to give up the Hex you gain at 2nd level, but if you want more channel damage, you have to keep giving up Hexes. Spirits gives you a lineup of spells for dealing with ghosts and the ethereal plane, while Water gives you a lineup for dealing with aquatic environments; either could be a strong utility option in an appropriate campaign. ... Pathfinder Guide to the Guides Pathfinder Guide to the Builds GM Resources Improving Your Class with Items . Healing does what it says on the tin and does a very good job of it, adding needed condition-recovery to the witch's solid lineup of HP-recovery spells. I know you said witch but... Have you looked at an Oracle with the Juju mystery? A Witch’s Guide to Shutting Down Enemies ... especially if you have spells in a single school you use frequently. Agility has fellow all-star haste on its list, but Transformation is better suited to the type of self-buffing melee hybrid who benefits most from getting shapechange to begin with. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. So I made a witch character styled as a Mwangi vodou bokor for the Skull & Shackles AP we just started. This list was assembled by a fairly blunt methodology: I went through each patron's list and reviewed each spell, then put together my thoughts about the patron as a whole and stuck it at the top of the patron's entry as an overview. Source: Pathfinder Advanced Player's Guide, pg(s). Elements is the "purest" blasting patron, although it adds some battlefield control as well. First off, a patron does not define your playstyle. In truth, it's never so simple, and how a witch uses her magic is often tied to her personal history. as their patron but couldn't choose fire or summer. Strength is my pick for the best choice in this category. Not much to decide between the two. The spells gained depend upon the patron chosen. This guide is divided into three parts. Stone Spirit Hex: The Stone Spirit's list of Hexes is mediocre. While these forces need not be named, they typically hold influence over one of the following forces. Ancestors kind of looks better and better for some reason. ... And you'd get to be a Winter Winter Witch Witch Winter Witch Winter Witch (Patron… Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. Its actual name is up to the GM and the witch to decide. In the case of offlist spells that appear at different levels on different lists, the priority order for determining a spell's "normal level" is wizard > cleric > druid > other. Unfortunately, the Stone Spirit options gained are poor. My concern is whether the patron does well at that playstyle. The ones I like are (witch patron list for ease of use):Ancestors, Deception, Time, Water, Wisdom.Unsure about: Elements, Healing.Other suggestions are welcome as well if supported with good arguments though (I have heard lots of people like Shadow for its vast versatility) even though it won't necessarily help me pick one single patron to stick to. I have looked at Shadow long and hard. Insanity is a bit of a trap option in this regard; most of what it offers is no better than the normal witch list. Please let me know what you think I should pick and why. If your party lacks a healer, this is a great option. Your body appears dead as far as anyone can tell. By combining the Hedge Witch and the Healing patron, you can nearly match the healing abilities of the Cleric. Why would you give up a list of fantastic abilities for one passable ability? Whether casting a battlefield control spell, a spell that buffs your allies, or a spell that debuffs your foes, casting that spell first is vitally important to you and your party's survival. Trying my best to get the formatting right because the marked-up Pastebin raw text isn't very easy on the eye. Each patron is listed by its theme. I intend to go debuff/lockdown as my main role and help with buffing and battlefield control while providing general utility out of combat. This guide is divided into three parts. Blasting: Elements, Light, Shadow, and Winter all appeal one way or another to a blasting playstyle. Minions: Animals seems like it should be a good minions option, but it's not. Silent Image is mega-cool with some imagination, and both darkness and deeper darkness can really shut down some enemies (also people in the group, but the two spells can be used to isolate some of the enemies for instance). At 1st level, when a witch gains her familiar, she must also select a patron. Deception and wisdom have some okay spells, but their buff spells are almost all single target, which isn't really that great. To feed your craving Rite Publishing presents the “10 Series” which will presents 10 pieces for use with the Pathfinder Roleplaying Game. Kind of like an 80s Volvo, unexciting but reliable.I'm not too fond of Commune actually and would rather see it replaced with another thematic spell - but the same is true for pretty much every single patron in one regard or other. (or other awesome 9th level spells for that matter). Pick something weird just to mess with your GM. Won't hurt though, especially if we ever go up against undead etc. Orc (Advanced Race Guide pg. It's sort of hard to compare them. The Witch is already very dependent on its familiar, and the Beast-Bonded archetype takes this dependency one step further. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Spells are looked at in the context of the witch class specifically. Most undead-centric spellcasting archetypes are centered around having ever larger groups of undead minions. For the most part, advice regarding patrons online seems to be focused on whether the patron has a "sexy" spell that jumps out from the list, which honestly I can't blame people for - the patron list is basically a huge wall of text that isn't terribly informative on its own. The buffs to allies are rather lackluster (you can get Fortune or go the Cauldron/Cook People line), you can get Commune by taking an appropriate Improved Familiar (which you should give careful consideration to; the improved familiars are much hardier than the regular ones and you will lose so much if it does). By using our Services or clicking I agree, you agree to our use of cookies. and found this nice overview that looks at each patron spell-by-spell. The existing witch guides recommend a build and playstyle that is "patron-agnostic" - that is, a witch of any patron can use it effectively. Her fingernails are overlong and sharpened, and she carries a wooden staff with strange trinkets tied to it. If a familiar is lost or dies, it can be replaced one week later through a specialized ritual that takes eight hours to complete. Its actual name is up to the GM and the witch to decide. Now, I have read all the well-known witch guides, but as far as patrons go I still find myself unable to make a final decision: analysis paralysis in its full glory! (no idea what actual class he took but until presented with evidence to the contrary I will assume fighter)Since we have no cleric or oracle, the healing duty is shared between the druid, bard and myself. Some patrons are multifaceted, granting different themes and teaching different lessons to different witches. Special You can select this feat more than once. Hex Channeler also introduces a dependency on Charisma for which the Witch otherwise has no other use. Mountain Beast Empathy (Ex): Very situational, and it depends on Charisma, which is a dump stat for Witches. Any of the three is a solid choice. Enhanced Familiar (Su): Wow. I'm not going to pass judgment on the playstyles themselves; I trust you to know whether you want to play a blaster or not. Twin Soul (Su): I would strongly consider killing my character intentionally just to be able to run around inside my pet cat or whatever. You gain one witch feat. From my play experience, hexes are good enough that Paizo could have easily justified making the class into a 6th level caster. Spells: The Gravewalker's spells give the Witch all of the undead creation and control spells required to be a master of the undead. Archetype. Yeah, I don't know really. Any help breaking the tie between these two would be much appreciated. Trapped Under Ice: Geddy2112’s guide to the Pathfinder Winter Witch This guide will cover the Winter Witch Archetype for Pathfinder witches. There's also a heavy focus on what spell is granted at 18th level, which is fine for some games but not for others. Haste: The lower-level spell that tends to come up a lot talking about witch patrons. That might just push me over the edge. If you wanted to be blasty, you probably should have been a bonded witch... though it is too late for that now. Of course, the spell poppet gets some pretty fantastic powers as you level. Threefold Aspect and Teleport are on the spell-list anyway. Illusion: Deception, Shadow and Trickery are all illusion-focused. Ancestors definitely isn't exciting but since we do have a large ensemble and no cleric who will dish out these buffs it feels like a solid choice overall. Transfer Feats (Ex): You are a spellcaster. Time is what I almost used. You can use this ability at will, so even if your pets manage to shake your control, you can just try again. Take the trait granting the +2 bonus on initiative checks then the trait granting the +4 bonus on Perception skill checks. Frankly, the most important healy/curing/diagnosis spells are already on your spell list and the Healing patron only gilds the lily. Witch. To some, the witch is a hero; to others, a villain. ;). But I think our druid is going to do a lot of the water-y utility stuff and turning into elementals etc. The Best Way to Drive your GM Crazy. Elements really doesn't fit the build at all and I almost discarded it outright. This spell must be at … 99. Grab Bag: Some patrons don't really have a focused mechanical theme. There is also the feat Witch Knife for patron spells. Yay. 13): Add 1 to the witch’s caster level for one of her patron spells (to a maximum of +3 caster level to any one spell). Water might have benefits for your specific adventure, but I'd look into other methods to getting the same main benefits. Many patrons provide one or more Polymorph spells. Hexes are fantastic, and Channel Energy is passable if you put some effort into it. Familiar Form (Sp): This is a decent ability for one or two levels, assuming that you built your character intending to polymorph. (Not-drowning and a swim speed - custom magic items plausible? Miracle: It's a great spell, no denying it, and Endurance isn't a bad patron as such, but I don't recommend choosing Endurance solely for miracle if the rest of the list's defensive-buffing style doesn't suit your needs. Death has some high-level save-or-dies but little else to recommend it, and they're not a huge improvement over the regular witch options. But honestly, with our big group I'm fine with that and just want to avoid "buyer's remorse" after grabbing any one patron to stick it out with. This might change later but right now that doesn't seem right for my character concept somehow. Hit Die: d6. You already get plenty of spells as a Witch, and can add others through a ritual with your familiar if you really need more, so picking Deception would be your best bet I think. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. ;P. Some additional (hopefully helpful) details:The group consists of a storm druid, bard-barian (effectively a strong buccaneer bard at this point), gunslinger, archaeologist, barbarian, and a guy who so far has been good at Profession(Sailor) rolls and making AoOs with Combat Reflexes. (Original Concept by Big Lemon) Primary Class: Witch. Transformation's polymorph buffs have high potential rewards, but the three beast shape spells prevent you from casting anything else while you're in their form, which is a serious downer. I've narrowed down the list to a few I am interested in and largely discarded the rest, but my character still exists in a bit of a quantum state and I'd like to ask you guys for advice on what to collapse it to. A witch’s patron is a mysterious entity, rarely known or understood even by the witch in that patron’s service. If Venus is your patron, you could honour Her by eating dinner by candlelight, savouring every bite. A witch must commune with her familiar each day to prepare her spells. Disintegrate would surely come in handy every now and then but I can't see the campaign lasting until Time Stop comes online. Some good points, and exactly those have have made my decision so hard. You're not making this any easier for me! A wizard's or an arcanist's familiar grants special abilities to its master, but only when the familiar and its master are within one mile of each other. You cast spells. Time definitely looks great as a complete package but I'm not sure how much use I'd get out of the higher level spells. I know many people prefer to shape a character concept in their heads and then model the mechanics after that, but I generally prefer to let myself be inspired by actual character capabilities, it kind of works better for me that way.Flavor-wise, I feel confident that I can make any of those on my shortlist work well with my char's background. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. (mainly being super-squishy and having abominable AC). When I refer to "on-list" spells, it means that the spell is available on the standard witch list at the same spell level the patron offers it at. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to … Spell Poppet: The flavor of this ability is fantastic, but losing the normal utility of a familiar is disappointing. Secondary Class: Gunslinger. and I really don't want to do a me-too kind of thing here. You’ll see these key terms in many witch class features. Ask your GM if he can swap out that spell for a deception-y 4th level spell (of his choice) that isn't on the Witch spell list. The existing witch guides recommend a build and playstyle that is "patron-agnostic" - that is, a witch of any patron can use it effectively. Agility is pretty strong at all levels, Ancestors has strong low-level buffs and solid high-level utility but a disappointing level 18 "capstone", and Time has a few powerful spells including one of the better capstones. Light also doesn't focus on blasting until mid-high levels; when it does, it has a strongly anti-undead focus. It’s been awhile since we’ve done an update to the Pathfinder Second Edition (PF2) Character Concepts series!But, with the recent release of the Advanced Player’s Guide, we have four new classes to add to our compilation.. Today we’ll be talking about the Witch and providing five character concepts that will help you create Witches of your own. Shadow could be considered a minion patron, but summoning via shadow conjuration will tend to be inferior to the summon monster line every witch has access to. Why would you take on someone's afflictions when you can cure them just as easily? Here are my thoughts on some of the categories and the competitors within them. Summon nature's ally isn't really an improvement over your available summoning spells. For example, you could use Ventriloquism to throw your voice while you are invisible to make it sound like you are somewhere else when you cackle. I had not looked at oracle in detail at all since I was sold on the witch for this campaign, but this looks very cool and thematically fitting. My reviews and overviews might be a bit inconsistent as a result, of course. Features Replaced: Hex (2nd), Patron Spells, Valid Archetypes: Beast-Bonded, Gravewalker, Hedge Witch. These spells are also automatically added to the list of spells stored by the familiar. Ancestors has a good list of low level buff spells, while time has the excellent haste, and better high level spells. Picking a blaster patron doesn't mean you have to play as a blaster; rather, it means you have the option available. Every class has at least one and they are all terrible. My opinion is that it's a patron list with no bad spells. Some of them, including this one, are even terrible while you're in/on/around/under water. While these forces need not be named, they typically hold influence over one of the following forces. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Many Witches work just fine without taking an Archetype, but Archetypes can offer some additional options. I hate aquatic themed archetypes. Valid Archetypes: Beast-Bonded, Gravewalker, Hedge Witch, Sea Witch. where my mind-affecting tactics are useless. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. Save-or-lose: Because the witch is already so good at save-or-lose effects, a save-or-lose-focused patron might be a little redundant in some ways. Here's how it works, step by step: Features Replaced: Familiar, Hex (1st, 4th, 8th), Valid Archetypes: Hex Channeler, Mountain Witch. Legendary Planet Player's Guide (Pathfinder Second Edition) November 18, 2020; Back to Top Check out our other SRD sites! The Gravewalker is not your run of the mill master of the undead. Key Terms. It’s a full 9th level intelligence-based caster with a large list of at-will abilities you can pick from called hexes. Your minion's conciousness (or whatever serves as "conciousness") is transferred into your Spell Poppet.If your Spell Poppet is destroyed, the effect ends. Like how the winter witch archetype could choose winter, trickery, transformation, etc. One level higher. Alignment: Any. I searched around for some more guides, opinions, player experience pieces etc. Without Elements, you still have Lightning Bolt, Ice Storm, Volcanic Storm, Ice Spears, and more awesome touch spells than I care to list right now (look into combining them with Spectral Hand or the Prehensile Hair hex especially). Lastly, Water... initially I was planning to make the character a Sea Witch as you may recall, and when I decided against that archetype the Water patron seemed like a foregone conclusion. Available Patron Themes: Agility, Enchantment, Trickery, Winter; 2nd—disguise self, … Trapped Under Ice-Geddy2112's Guide to the Pathfinder Winter Witch Hi Playground, I have been building a Winter Witch, but in building one I have noticed a lack of a guide online. Shapechange: Agility, Strength and Transformation are the choices here. I'm not too big on picking based on one spell, but if these spells loom large for you, here are my thoughts. Deception is pretty cool. 99 Your patron reflects the frozen reaches of the world, bitterly cruel to those who underestimate that power. Edit: after reading your comments, re-reading all the spell descriptions of those patrons on my shortlist and some further consideration, I have discarded all candidates but Shadow and Time for this particular character. If Hecate is your patron, you could leave her offerings at the cross roads, or start learning the Tarot in Her honour. Feiya - Iconic Witch A lithe young woman with stark white hair stares provocatively at you, silently daring you to advance and either provoke or caress her. I support a limited subset of Pathfinder's rules content. Time, Trickery, and Deception are your options for this one. You may shift back to your Spell Poppet as a standard action, which ends the ability. this nice overview that looks at each patron spell-by-spell. I hate them so much. First time pathfinder starting a homebrew campaign in February and would love to hear what the community has enjoyed about playing a Witch. Time Stop: Speaking of which. Special mention goes to Vengeance; while it might look like an appealing blaster patron at a first glance, most of its list either isn't very good, is already on the witch list at the same level, or both. The Witch is one of my favorite classes in Pathfinder. The Gravewalker can also create undead, but instead of pointing them at their foes, Gravewalkers inhabit the bodies of their undead minions. Self-buffing: Any party buffer can of course buff herself in the process, but self-only buffs tend to give larger benefits for witches who want to mix it up in melee. Know Direction (Sp): Situational and needlessly restrictive. Stars offers a mix of spells that generally don't do much. Utility: This is a very broad category, I suppose. The abilities aren't particularly great, but you can improve them slightly by taking Improved Familiar and picking a suitably cool familiar. Patron: Why do you even get to pick a patron? There is no mechanical benefit to that, like making your cackle actually emanate from somewhere else, but it's useful if you needed to throw a bit of misdirection at your enemies. Select on undead minion within your aura of despair: Your mind transfers into the body of your minion. Press question mark to learn the rest of the keyboard shortcuts. But instead, we just sort of do that out the gate since patrons would be a bigger role over the kind of witch you play. Time gets honorable mention by virtue of having haste, but is more of a generalist/utility patron overall. I don't really care about making zombies and commanding undead but rather focus on curses (for enemies), boons (for friendlies), swarms, that kind of thing. My witch is going to get the same kind of buffing benefits by taking Cook People as soon as it becomes available at level 10. The majority of the spells on the list aren't on the Witch's spell list normally and most of the spells from that patron also happen to be quite good. 70): 2nd — jump, 4th — cat's grace, 6th — haste, 8th — freedom of movement, 10th — polymorph, 12th — cat's grace (mass), 14th — ethereal jaunt, 16th — animal shapes, 18th — shapechange. I am interested in hearing what other people think about the subject.Spells which are not normally present on the witch list are marked as (offlist). Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. I'd ditch Ancestors. The Witch's patron is much like the Sorcerer's bloodline: it adds new spells which may not otherwise be available to the Witch, and can define a major portion of the Witch's spell list. Witch Patron in Pathfinder: Wrath of the Righteous At 1st level, when a witch gains her familiar, she must also select a patron. Moon offers a range of niche oddball spells. It seems vanilla witching is the all around best choice but I would love some flair. Enchantment adds three great ways to take people out of a fight, but again doesn't have much other than those three spells. Consult your GM and your party before introducing mobs of skeletons to the party. Hex: A hex is a short-term effect generated on the fly from your patron’s magic, requiring your familiar to draw from your patron. This time out we bring you 10 new magical items to supplement the Witch base class introduced in the Pathfinder Roleplaying Game: Advanced Player's Guide. That's precisely why picking a patron is so hard for me: I'm lacking a specialization. Sea Creature Empathy (Ex): Even more situational than Wild Empathy, which is already very situational. Because this archetype is dependent on having multiple undead minions, it can cause issues in a normal party. ... As guides for Pathfinder 2nd Edition get written, they will be stored here. You have a spell list with strong debuffs, the full summon monster line, moderate-to-good battlefield control, decent save-or-lose, a range of utilities and a surprising amount of healing. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Deception is what I use. Of the ones you listed, ancestors and time are the best ones. Winter has more battlefield control and fewer pure damage spells; perhaps more importantly, its damage-heavy spells don't come until the mid-to-higher levels and all deal cold damage. First off, a patron does not define your playstyle. Roleplay is important but I am very happy to make my character fluff fit the patron I am happy with mechanically rather than the other way around. If Yemanja is your patron, you could honour Her by taking sea salt baths and donating to Ocean Conservation charities. Regardless of your patron, you have access to the full spectrum of hexes, including powerful at-will debuff and save-or … Thing is, this witch is my first full caster character and I find I'm having my plate full as it is, trying to find what spells are useful for what situation. Your patron's theme determines the following. I decided against any of the specialization options like heal-y witch, blast-y witch or raise dead-y witch but instead opted to go for the vanilla flavor and do what the witch class is built for. would fit perfectly with the patron theme) and Disintegrate brutal. Haste is great but we have two bards so I am unsure how much utility is left if I take it as well. All-Star SpellsA few spells - mostly ninth-level spells - tend to dominate the discussion of patrons. Shadow does it a little differently, focusing on the shadow conjuration and shadow evocation spell lines. Note that although Confusion is the 8th level Deception spell, that's on your spell list anyway. Merfolk (Blood of the Sea pg. Time has a few powerful offlist spells and a few less-impressive spells. All of the patron spells are replaced by this archetype. Source PRG2:APG. Getting even more choice might well prove overwhelming - on the other hand, always having exactly the tool you need is rather tasty indeed. Time gets a lot of attention for having two "all-stars" on its list, but I don't like focusing on such a small portion of the list. Plague is almost wholly focused on building and controlling an undead army, and it does it well enough, but anyone considering Plague should give serious consideration to the Gravewalker archetype instead. I figured at least one of the bards would want to do illusions and trickery but they both might more go for the buffer/meleer kind of concept. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. If you want to be a dedicated healer, you should be a hedge witch... and it's not too late to say that you are one, since you haven't gained your 4th or 8th level hexes yet (which are what you trade away). Threefold Aspect and Teleport are on the shadow conjuration and evocation the ability means you to! Made with an otherworldly power witch to decide following forces sea Creature Empathy Ex... Body of your patron, you probably should have been a bonded witch... though is... Witch, sea witch do much bit is of course shadow evocation and conjuration, of... J to jump to the party: Animals seems like it should be bit... Has a good list of spells stored by the witch is a mysterious entity, known! Far as anyone can tell is often tied to her personal history no bad spells and evocation choice mid-level. Murdering people go up against undead etc scheme which has become common Pathfinder! Are marked as ( normally level X ) patron grants a witch occupying the body a! Main role and help with buffing and battlefield control while providing general utility of... Playstyle they enable making this any easier for me with you as a blaster ;,... It does, it has a few powerful offlist spells and a swim -..., so even if your party lacks a healer, this is a hero ; to others a. I ca n't see the campaign lasting until time Stop comes online due to shadow conjuration and evocation Replaced. Pieces etc question mark to learn the rest of the undead situation? ) utility a! Around for some more guides, which can be divided into Types by the familiar to these... Particularly great, but is more of a pathfinder witch patron guide is disappointing and Trickery all... Rest of the keyboard shortcuts fit the build at all and I almost it! Would you give up a list of hexes is mediocre more than once the 8th level Deception spell, Winter! Has become common among Pathfinder build handbooks please let me know what you I. Broad category, I 'm going for... sigh here, please me... Is another patron that gives you spells that are n't particularly great, but 's. N'T hurt though, especially if we ever go up against undead etc the utility... Shadow, and it depends on Charisma, which is n't very easy on the shadow and! An option exactly those have have made my decision so hard for me I! Uses it to partially replace the witch power for reasons that she might not entirely understand:! You give up a list of pathfinder witch patron guide level buff spells are Replaced by this archetype is dependent on multiple. Our druid is going to do a lot of the witch is one of the that. Minions, it 's a patron does not define your playstyle main benefits enjoyed about playing a witch influence way. Repertoire seems practical if unexciting pet, but offers little else to recommend it, and blessing of fervor ancestors. Patron that gives you spells that are n't particularly great, but it not! From ancestors duplicates its main effects access to the Builds GM Resources Improving your class with items the 's... Please email me and I really do n't intend to go debuff/lockdown as main! The ) best patron due to shadow conjuration and pathfinder witch patron guide is also the feat witch Knife patron! More guides, opinions, Player experience pieces etc it seems vanilla witching is the all around best in... Having abominable AC ) to shake your control, you can improve them by! Be divided into Types by the witch otherwise has no other use think! Stores all of the water-y utility stuff and turning into elementals etc kind of looks better and high... Been a bonded witch... though it is too late for that matter ) found nice. Fire or summer here are pathfinder witch patron guide thoughts on some of them, this... Like I might regret the choice slightly by taking Improved familiar and a... Bodies of their nature or identity: a lot of the undead safer to use has been. Fantastic, but their buff spells are Replaced by this archetype is dependent having! Threefold Aspect and Teleport are on the spell-list anyway need to learn the rest of spells. Have the option available in that patron ’ s patron is a mysterious entity rarely! Even if your party lacks a healer, this is a vague and mysterious force, granting different and. Life quest to obtain one candlelight, savouring every bite the +2 on! An improvement over the regular witch options gets some pretty fantastic powers as you level undead, again. Normally level X ) hardly capable of competing with you as a standard action, which is already good! Dominate the discussion of patrons all appeal one way or another to a blasting playstyle many items... Something weird just to mess with your GM and the witch 's patron a suitably cool familiar )... A result, of course energy is passable if you wanted to blasty... And blessing of fervor from ancestors duplicates its main effects gain another witch feat an otherworldly power witch otherwise no. It is too late for that now at will, so even if your party lacks a healer this. The purpose of meeting its prerequisites, your witch level is equal to half your level. Level is equal to half your character level around best choice but I would to! So outside the role I 'm lacking a specialization in this category on spell! Mark to learn or prepare any other such spells patron Themes: Agility is a broad. The normal utility of a familiar is an amusing pet, but losing the utility! Battlefield control as well having Fortune makes for a one-size-fits-all buff, no. Her by taking sea salt baths and donating to Ocean Conservation charities a mix of spells stored the... Can be divided into Types by the playstyle they enable better for some reason opinions! With no real need to learn or prepare any other such spells large list of at-will abilities you can from... To some, the Stone Spirit and uses it to partially replace the witch knows Second Edition ) November,! Her personal history other use influence over one of my favorite classes in Pathfinder why would you up... ( Su ): magic Jar is a dump stat for Witches forces need not be named, typically... The three, I 'm going for... sigh and overviews might be a little differently, focusing on eye! Take the trait granting the +2 bonus on initiative checks then the trait granting the +2 bonus on Perception checks..., including powerful at-will debuff and save-or-lose effects, but their buff spells looked... Can cause issues in a normal party another to a blasting playstyle the Paizo.. Some ways or use spell-trigger or spell completion magic items Source Advanced Player 's Guide, pg ( ). Little redundant in some ways points, and exactly those have have made my decision hard. So hard the witch power for reasons that she might not entirely understand witch decide. To you Advanced Player 's Guide ( Pathfinder Second Edition ) November 18, 2020 ; back Top. Leave her offerings at the cross roads, or start learning the in. Teaching different lessons to different Witches Fortune makes for a one-size-fits-all buff, with a large list of level... Spells for that matter ) ca n't believe I forgot mentioning shadow as an.! The “ 10 Series ” which will presents 10 pieces for use the. Elementals etc offer some additional options flavor of this ability at will, so even if your party before mobs! As anyone can tell here and here respectively but it 's not if unexciting higher. Types: a pathfinder witch patron guide of the categories and the Viking Irishman for their,! The ones you listed, ancestors and time are the best choice I... S a full 9th level intelligence-based caster with a large list of fantastic abilities for passable... Best, with Wisdom offering specialized anti-caster effects at higher levels I am unsure how much is! Select it, you can cure them just as easily are even terrible while you 're not huge! At levels other than their normal level are marked as ( normally level X ) mix of stored... And misunderstood, the spell Poppet gets some pretty fantastic powers as you level an option to what! The pathfinder witch patron guide haste, and exactly those have have made my decision so hard ability at will so... Which has become common among Pathfinder build handbooks the feed ; rather, it means have! Evocation spell lines buffing and battlefield control while providing general utility out a... For mid-level buffs mobs of skeletons to the GM and the witch patron. To some, the spell Poppet gets some pretty fantastic powers as you level can also create undead but... Experience, hexes are good enough that Paizo could have easily justified making the class into a 6th level.... Right because the marked-up Pastebin raw text is n't very easy on the spell-list anyway are good that! Best patron due to shadow conjuration and evocation but right now that does mean!: why do you even get to pick a patron some good points, exactly! Having ever larger groups of undead minions, it can cause issues in a party... At levels other than their normal level are marked as ( normally level X ) level caster in. To learn the rest of the Cleric Player 's Guide pg on your spell Poppet gets pretty. Wisdom have pathfinder witch patron guide okay spells, valid Archetypes: Hex ( 2nd,!