![]() The ARG added an alternate favored class bonus that is actually good. Which has been conclusively proven to be not a good Hex. And a +2 racial bonus to Craft (alchemy) if you feel like rolling with the Cauldron Hex. Supporters of Gnomes will call them “colorful.” Also like Dwarves, pretty much all they bring is situational defensive capabilities. Gnomes - Like Dwarves, but shorter and more annoying. Just sayin’.Īs far as the ARG, Elves get access to an extra +2 to initiative from the Fleet-Footed trait, and there are a couple cool racial spells, as well. The +2 to Perception isn’t bad either.Īlso, if your GM allows APG stuff (which they should, otherwise, why are you rolling a Witch?) and you feel okay giving up your Elven Immunities, the Dreamspeaker alternative racial trait actually dovetails pretty nicely with the Slumber Hex. Unless your GM is a total bastard, you might want to rethink these guys.Įlves - Is anyone really surprised by the fact that Elves are awesome casters? +2 Int and Dex, and +2 to overcome spell resistance make Elves a top tier race for Witch. They don’t even really get anything good from the ARG. +2 Con, +4 AC against Giants, and +2 on saves against poison and spells (and SLAs) is pretty much all they bring to the table. Let’s examine them one by one.ĭwarves - Really, the only thing Dwarves have going for them is their lack of knowing how to die right. You can afford to ignore or dump this.Įvery character has a race, be it Elf, Dwarf, Half-Dragon Starfish, or Gnome. 12 at most.Ĭharisma - Really only matters for social interactions. Would be higher ranked if it governed anything other than your saves and a handful of skills. This needs to be your highest stat always. Intelligence - Maybe I should use a different shade of Blue or something to really drive home the importance of this one. You’ll likely not need much more.Ĭonstitution - In addition to boosting your HP, it also boosts your Fortitude saves. Maybe even dump it.ĭexterity - Increases your AC, Reflex Saves, and Ranged Touch Attacks. Strength - Unless you’re worried about your carrying capacity, you can just ignore this. I just mean that you probably want to ignore it after it reaches that point, whenever that may be. What’s important? Let’s find out! And remember, when I give specific numbers, I don’t mean at level 1. Again, unless you want your Patron to shed tears, stay away. Likely useless outside of that situation. These are okay, get it if you like it, I guess. Pick one of these if you have a chance.īlack - An average option. Seriously, unless your intent is to make your Patron cry, this is a must. That said, I’ll be using the standard color coding system, as presented below:īlue - Get this. It has made making this guide a hell of a lot easier. Read it all, it’s good stuff.Īlso, if you aren’t familiar with a particular item or ability, is probably the most helpful resource for you. I will also make absolutely zero effort to make this document any more easily searchable. Much good information lies within.Īt any rate, I’m going for a fairly comprehensive guide in which I look at nearly every choice a Witch has, so be prepared for a good deal of reading. This one focuses on primarily on what needs to be done to ruin an enemy’s day and/or life. Reading is good for you.ĮDIT: Also check out A Witch's Guide to Shutting Down Enemies. Honestly, I think you can benefit the most from reading both. Not at all.ahem.ĮDIT: As soon as I posted this guide on the forums, I found a Witch guide. It totally doesn’t have anything to do with the fact that one of the core members of my gaming group is the guy who created AM BARBARIAN. I noticed a depressing lack of any kind of Witch guide on the boards and felt a compelling urge to write one myself. Welcome, one and all to my first class guide.
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