Scarred Witch Doctor questions


Advice


Every since I learned what a Witch could do, I've wanted to play one. I'm not even sure they need spells, because the hexes look that awesome. The same goes for the SCarred Witch Doctor archetype, though I like it on a more conceptual level. The problem is, I'm not sure what you would do with it, so I thought I'd ask here. What is it that changes, and what do you do different, about being a full caster that is based on Constitution instead of Intelligence?

If it helps, the character is an orc that abandoned his tribe because he was considered too weak to be of use. Sometime afterward, he was contacted by his patron, who he believes to be Zon-Kuthon. The patron told him that there was strength in pain, especially the self inflicted variety. The character doesn't really think he's a witch, or even an arcane caster at all, he thinks of himself mostly as a cleric of Zon-Kuthon. It might be noted that the character is some shade of neutral, not evil, so he doesn't know about and isn't into the torturing others aspect of Zon-Kuthon's church. His philosophy is that 'pain is weakness leaving the body'.


Well, as you are playing an Orc at that point, I'd invest some points in Strength, as well. That way, you have some damage utility...in an Orc fashion.

All of the same general rules of a Witch apply to the SWD. The main difference is that you have to be prepared for the massive drop in skills.


trust me they need spells throwing hexes can get dull especially at low levels.

as to your question because you have to be an Orc you get a hefty +4 STR bonus which is pretty sweet, it also means you can have a high STR at least 18 without hindering a good CON score for casting meaning you can keep up with attack bonuses meaning you can still hit stuff.

its expensive but I'm playing one of these and have picked up several feats like Hex strike and Feral combat training so that with a pair of claw attacks gained through alter self I can hit twice do a little damage and apply Evil Eye hex for free , plus function as semi-tank.

the vermin shape spells then keep you in the race with more STR buffs and by the time your attack bonuses are starting to take a dive you'll nab the transformation spell that can put you back in the game.

However you could treat this as a regular witch stay out of combat and be very hard to kill with a nice bag of HP should anyone find you but the +4STR and high CON are pretty much wasted otherwise


How does feral combat training allow you to apply hexes to your strikes?

Paizo Employee Design Manager

Depending on your level, the Reverse Feint feat combined with Retribution hex can be pretty fun too. Even once the opponent knows it's coming, it's hard not to take the free hit.


AceMcGrudy wrote:
How does feral combat training allow you to apply hexes to your strikes?

Feral combat training

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Prerequisite: Hex class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.


He was talking about using Feral Combat Training and Hex Strike together.

Anyway, I'm glad you all suggested what you did, because I was thinking of having him mix it up in melee, but I was afraid he wouldn't be able to hit.


wolfman1911 wrote:

He was talking about using Feral Combat Training and Hex Strike together.

Anyway, I'm glad you all suggested what you did, because I was thinking of having him mix it up in melee, but I was afraid he wouldn't be able to hit.

Just remember at level 5 your only -3 behind a fighter at level 10 -5 and at level 15 -8 , of course as mentioned you have spells which can quickly make up this gap.

you'll never hit as hard but its what you can also do that makes things interesting

Grand Lodge

Amulet of Mighty Fists with the Conductive property makes the Hex Strike feat unnecessary.

Feral Combat Training your Prehensile hair, is cool.
Nab the Nightmare Fist feat, cast Darkness upon yourself, and destroy your enemies.


blackbloodtroll wrote:

Amulet of Mighty Fists with the Conductive property makes the Hex Strike feat unnecessary.

Feral Combat Training your Prehensile hair, is cool.
Nab the Nightmare Fist feat, cast Darkness upon yourself, and destroy your enemies.

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target.

Hexes don't require an attack roll so they don't qualify

Grand Lodge

Hmm, I thought there were some Hexes that required touch attacks.


blackbloodtroll wrote:
Hmm, I thought there were some Hexes that required touch attacks.

well I guess you could use the healing hex as a touch attack vs undead since it says it functions as cure light wounds.

although conductive also calls out that it use 2 charges instead of one and hexes don't have uses/day

Grand Lodge

If the Prehensile hair is your only natural attack, and you attack with it alone, it will be treated as primary, and you will get x1.5 con to damage.
Take Feral Combat Training, and Dragon Style, and you can get x2 con to your Prehensile hair attack, if you attack with it alone.


I have no problem admitting that I have no idea what I'm doing, I'm making this up as I go. That said, which do you think would give me more bang for my buck, taking the long string of feats to use natural weapons, or just picking up a level of barbarian somewhere along the way for martial weapon proficiencies and picking a weapon that I can swing with one or two hands, as I need to?

Grand Lodge

Have you consider going Human or Aasamir Scarred Witch Doctor?

Having a bonus to con would really pump Hexes and spells.

Sovereign Court

I am building one right now and these guys are helping me on it as well. You will definitly be better off being a human, you can get a much nicer stat distribution as well as a better con score. I also recommend taking a one level dip into Barbarian and picking up raging vitality. You can use all of your hexes while raging, giving you an effective +3 to any saves or damage you might do.

Grand Lodge

Another option with human, is pumping intelligence to at least 11, and take a dip into Alchemist for mutagen.


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He no matter how many times I see it the whole human can take any other races racial archtype or abilities just erks me


I'm wondering where that comes from, actually. Why can humans take any racial achetype?

Grand Lodge

Advanced Race Guide wrote:

Typically, only members of the section’s

race can take the listed archetype, bloodline, or order,
though such options rarely interact with the racial traits
or alternate racial traits of that race.

Seems to imply that they had some foresight with such a thing.

Grand Lodge

wolfman1911 wrote:
I'm wondering where that comes from, actually. Why can humans take any racial achetype?

The Racial Heritage feat.


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blackbloodtroll wrote:
wolfman1911 wrote:
I'm wondering where that comes from, actually. Why can humans take any racial achetype?
The Racial Heritage feat.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

its the "and so on" that opens it up to racial archtypes but I don't like it humans have enough awesome already they don't need this too ;)

Sovereign Court

Phasics wrote:
blackbloodtroll wrote:
wolfman1911 wrote:
I'm wondering where that comes from, actually. Why can humans take any racial achetype?
The Racial Heritage feat.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

its the "and so on" that opens it up to racial archtypes but I don't like it humans have enough awesome already they don't need this too ;)

And just to add to this there is a FAQ under the Advanced Player Guide that confirms it can be used for Racial Archetypes.

Quote:


Can a human with the Racial Heritage feat take levels in an archetype that requires you to be of a specific race?
Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

—Jason Bulmahn, 07/27/12

Grand Lodge

Humans are awesome, but still not my favorite race.


Please Don't Kill Me wrote:
Phasics wrote:
blackbloodtroll wrote:
wolfman1911 wrote:
I'm wondering where that comes from, actually. Why can humans take any racial achetype?
The Racial Heritage feat.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

its the "and so on" that opens it up to racial archtypes but I don't like it humans have enough awesome already they don't need this too ;)

And just to add to this there is a FAQ under the Advanced Player Guide that confirms it can be used for Racial Archetypes.

Quote:


Can a human with the Racial Heritage feat take levels in an archetype that requires you to be of a specific race?
Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

—Jason Bulmahn, 07/27/12

hehehe yup but I still don't have to like it ;)

look I guess in the case of a GM running an all human game then okay maybe but otherwise yeah I don't like it :P

The Exchange

Sadly, this won't work in PFS. :(

From additional Resources, under the Advanced Race Guide. "In Chapter 2, nothing from the catfolk, drow, goblins, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play."

Should be awesome in home games tho! :)


Or you could be a Half-Orc.

*awaits people to tell me that "effects" for half-races don't include archetypes, yet "effects" for the racial heritage feat DO include archetypes, because it's specifically been clarified as such*

Paizo Employee Design Manager

StreamOfTheSky wrote:

Or you could be a Half-Orc.

*awaits people to tell me that "effects" for half-races don't include archetypes, yet "effects" for the racial heritage feat DO include archetypes, because it's specifically been clarified as such*

I thought that was the stupidest argument in the world. The idea that being a half orc means you are somehow less "in touch" with your orcish side than a human who took a feat to reflect a distant connection to a parent race is silly, at best.


wolfman1911 wrote:

What is it that changes, and what do you do different, about being a full caster that is based on Constitution instead of Intelligence?

You don't have to worry about taking a hit or two because you can take it.

My Scarred witchdoctor has the most hp in our game (or at least had before or ranger took toughness. Now I'm not sure) and can take quite a beating.
So there are spell which you can be fine to use that other full casters should stay away from. Like those that require you to be in the thick of battle.

As a side note: As a witch has the same spell progression as the wizard she qualifies for the eldritch knight at the same level.
Some time in the future I'll perhaps build a scarred witch doctor 5/magus 1/ eldritch knight x for some game.


sorry for my bad english! but scarred witch doctor MUST be an ORC... but orcs have weapon profency with GREAT AXE! yap... its great! ;9


wolfman1911 wrote:
I have no problem admitting that I have no idea what I'm doing, I'm making this up as I go. That said, which do you think would give me more bang for my buck, taking the long string of feats to use natural weapons, or just picking up a level of barbarian somewhere along the way for martial weapon proficiencies and picking a weapon that I can swing with one or two hands, as I need to?

[Emphasis mine]

Uhrm. Quite. Well, actually, taking a level of Barbarian or more for a SWD is insanely powerful. Apart from the HD and the BAB, the high Con-synergy for Rage is awesome.

Rage.

Martial Weapon Proficinecy is merely the icing on the cake. Then take whatever feats you like. ;)


When I did my Scarred Orc Witch Doctor I built him as a kind of arcane cleric. I took the White Witch archetype to add in some healing, the Elemental patron for a bit of damage and then cherry picked spells that looked fun. We were slogging through a series of battles with trolls at the time so the fireballs and burning hands came in handy. I was also able to buff myself up with spells and the Nat Armour bonus from SWD in the event something closed to melee to buy myself time. I even managed to deal some decent hits with my axe despite being a ½-BAB class (Orc STR is awesome!) which really surpassed my DM.

The character eventually died from being beaten by a mind controlled party member - but his short life was a lot of fun.

If I were to rebuild him, I'd probably keep the same concept, but go for the Fortune Hex and Cackle instead of Evil Eye. Healing Hex is a staple IMO and while I like Fly, I should have put it off longer.

I know Barbarian gets pushed a lot since the builds synch nicely, but I think any dips out of witch mean you have to give up too much from the lost caster / class levels.


Phasics wrote:
No matter how many times I see it the whole human can take any other races racial archtype or abilities just erks me

I share this sentiment, doubly so because I find humans to be the worst Core race by far.

No, I'm not a badwrong player. I am a partially misanthropic person who's tired of daily life as a human.


One thing to note that was brought up recently, most things for a SWD are based on Con rather than Int, but bonus spells per day are notably absent from the list; you still base bonus spells per day on Int.

Grand Lodge

Necro:
What do you guys think of a 1 level dip in Mutation Fighter for 10 min +4 alchemical bonus to Con and bonus feat? Is it worth the level drop (can be partially mitigated with Magical Knack)

Dark Archive

London Duke wrote:

Necro:

What do you guys think of a 1 level dip in Mutation Fighter for 10 min +4 alchemical bonus to Con and bonus feat? Is it worth the level drop (can be partially mitigated with Magical Knack)

I did it in my home game, working towards arcane archer, would strongly encourage.

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