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Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Tales, Battles Case Subscriber)

Anyanka CR 19

Female Human Witch (Shadow Patron) 20
NG Medium Humanoid
Init +5; Senses Perception +24
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 102 (20d6+20)
Fort +9, Ref +9, Will +13
--------------------
OFFENSE
--------------------
Spd 30 ft.
Witch Spells Prepared (CL 20, 11 melee touch, 13 ranged touch):
9 (4/day) Summon Monster IX, Soul Bind (DC 26), Dominate Monster (DC 26), Suffocation, Mass (DC 26)
8 (4/day) Horrid Wilting (DC 25), Shadow Evocation, Greater (DC 25), Trap the Soul (DC 25), Symbol of Insanity (DC 25)
7 (5/day) Plane Shift (DC 24), Harm (DC 24), Heal, Insanity (DC 24), Scrying, Greater (DC 24)
6 (5/day) True Seeing, Suggestion, Mass (DC 23), Geas/Quest, Slay Living (DC 23), Swarm Skin (DC 23)
5 (5/day) Feeblemind (DC 22), Teleport, Cloudkill (DC 22), Cure Critical Wounds (DC 22), Rest Eternal
4 (5/day) Black Tentacles, Charm Monster (DC 21), Charm Monster (DC 21), Enervation, Scrying (DC 21)
3 (6/day) Deep Slumber (DC 20), Suggestion (DC 20), Lightning Bolt (DC 20), Deeper Darkness, Arcane Sight, Ray of Exhaustion (DC 20)
2 (6/day) Death Knell (DC 19), Alter Self, Darkness, Touch of Idiocy, Web (DC 19), Web (DC 19)
1 (6/day) Burning Hands (DC 18), Cause Fear (DC 18), Ray of Enfeeblement (DC 18), Ray of Enfeeblement (DC 18), Charm Person (DC 18), Charm Person (DC 18)
0 (at will) Dancing Lights, Read Magic, Light, Mending
Hexes Known (DC 27): Agony, Cackle, Charm, Eternal Slumber, Evil Eye, Flight, Fortune, Hag's Eye, Life Giver, Major Healing, Misfortune, Natural Disaster, Retribution, Slumber, Ward
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 12, Int 25, Wis 12, Cha 14
Base Atk +10; CMB +11; CMD 24
Feats Arcane Blast, Combat Casting, Extra Hex ×4, Great Fortitude, Greater Spell Penetration, Magical Aptitude, Spell Penetration, Stealthy
Traits Reactionary, Skeptic
Skills Acrobatics +20, Bluff +20, Diplomacy +20, Disguise +20, Escape Artist +20, Fly +20, Heal +20, Intimidate +20, Perception +24, Sense Motive +24, Spellcraft +34, Stealth +30, Swim +5, Use Magic Device +22
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc
SQ Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Hexes (Su)

--------------------
FAMILIAR
--------------------

Shadow CR 1/4

Male Cat
NG Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +23
--------------------
DEFENSE
--------------------
AC 24, touch 14, flat-footed 22 (+2 Dex, +2 size, +10 natural)
hp 81 (1d10-1)
Fort +5, Ref +8, Will +13
SR 25
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite +14 (1d3-4/20/x2) and
. . 2× Claw +14 (1d2-4/20/x2)
Space 2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 3, Dex 15, Con 8, Int 15, Wis 12, Cha 7
Base Atk +12; CMB +10; CMD 16 (20 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +22, Bluff +16, Climb +10, Diplomacy +16, Disguise +16, Escape Artist +15, Fly +23, Heal +17, Intimidate +13, Perception +23, Sense Motive +20, Spellcraft +22, Stealth +37, Survival +2, Swim +6, Use Magic Device +11
Languages Aklo, Infernal
SQ Improved Evasion (Ex), Scent

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

It looks solid enough but it's tricky looking at a 20th level character with any real interest unless you're going to play that character.

Obviously everyone's ideal build will differ and to be honest most player's never get anywhere near 20th level so it's probably not going to attract that much attention.


Well:

How does your cat understand Aklo and Infernal?

As written the witch will not survive longer than 1.7 rounds, either equip the witch with sufficient magic items of use some of your spell slots for something as basic as mage armor.

If you do not plan to equip her with a lot of magic, there is really no reason not to have threefold aspect active 24/7.

You feats are pretty much all offensive, as said above survival is important too.

Since you have the shadow patron I would suggest filling some of your lower spell slots with the lower level shadow spells, they are that good.

Soul bind and trap the soul aren´t really worth the space in your spell slots, I suggest replacing them with foresight and mind blank.

Symbol of insanity, well 10 minutes casting time and costly material component. If you really like the spell, cast it on a small carpet and put it in you bag of holding. Once in the dungeon, decoreate the place with some tastefull carpets.^^I would suggest to replace it with moment of prescience.

As above so below, the character needs magic stuff badly.


"Critique my witch"?

Her ass is too fat! ;P

(RPG Superstar 2009 Top 32)

KaeYoss wrote:

"Critique my witch"?

Her ass is too fat! ;P

If you mean that her Strength, Constitution, and Charisma are too low, I would agree.

How were the stats generated?

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Tales, Battles Case Subscriber)

Banpai wrote:
As above so below, the character needs magic stuff badly.

My opinion is that comparing builds shouldn't have equipment of any kind. Any idiot can load up a completely ineffectual character with optimized equipment and make them into a viable threat. Plus, I usually see a certain build as a target for a potential character...and while the player can pick out their feats, their hexes, etc., they rarely get the chance to pick out specific equipment.

That said, the witch was built on the assumption that most of her defense would be based on magical items. And I didn't really put a lot of thought into her spell selection, I mostly just chose some spells so Hero Lab would stop giving me a validation error. Although I did try to mostly pick spells that were appropriately "witchy".

Stats were 25 point buy, IIRC. Although I might have used 4d6 drop lowest, I can't remember off the top of my head.

Banpai wrote:
How does your cat understand Aklo and Infernal?

Intelligence of 15 provides 2 languages known. I could pick languages the witch knows, but that's kinda redundant, since she can already speak to Shadow with the Speak With Familiar ability. So why not pick different languages that are appropriately creepy?


Kthulhu wrote:
Banpai wrote:
As above so below, the character needs magic stuff badly.

My opinion is that comparing builds shouldn't have equipment of any kind. Any idiot can load up a completely ineffectual character with optimized equipment and make them into a viable threat. Plus, I usually see a certain build as a target for a potential character...and while the player can pick out their feats, their hexes, etc., they rarely get the chance to pick out specific equipment.

That said, the witch was built on the assumption that most of her defense would be based on magical items. And I didn't really put a lot of thought into her spell selection, I mostly just chose some spells so Hero Lab would stop giving me a validation error. Although I did try to mostly pick spells that were appropriately "witchy".

Stats were 25 point buy, IIRC. Although I might have used 4d6 drop lowest, I can't remember off the top of my head.

Banpai wrote:
How does your cat understand Aklo and Infernal?
Intelligence of 15 provides 2 languages known. I could pick languages the witch knows, but that's kinda redundant, since she can already speak to Shadow with the Speak With Familiar ability. So why not pick different languages that are appropriately creepy?

Sorry honest misunderstanding here, I though you wanted to use her as an npc, since you already put in all the dcs.

Well most of what I said still applies I guess. That said, I still think that reach spell, quicken spell, and persistant spell might be better than some of the feats in the build. Spell perfection would be just awesome.

About the familiar, I can´t find it in the familiar rules, that familiars do get bonus languages from high int. and I believe that the rules about high intelligence only apply to characters, and not to familiars (poor souls don´t even get feats as they advance unlike the rangers fido).

Not that it´s broken and I could very well be wrong here. And btw unless the witch has gained the familiar at level 10 + he would not have the int to gain the bonus languages at that point even if the rule applies. Its just minor point though and as a DM i wouldn´t even care,

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Tales, Battles Case Subscriber)

Banpai wrote:
About the familiar, I can´t find it in the familiar rules, that familiars do get bonus languages from high int. and I believe that the rules about high intelligence only apply to characters, and not to familiars (poor souls don´t even get feats as they advance unlike the rangers fido).

I'm unsure about that myself. But Hero Lab told me to pick out a couple of languages.


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