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6 months in to a Newbie Game


Advice


Pathfinder Roleplaying Game Subscriber

Im currently playing a witch in a homebrew campaign for newbie run by a guy who has been GMing for a number of years. Absolutely loving it. I was wondering what people would do if they were given the stat block we've been given below. He is also using maximised hit dice for both PC's and NPC's.

Stat Block
18
18
16
16
14
12

I realise this stat block is ridiculous, just wanted peoples thoughts

Cheliax

First I would probably cry a little, mainly tears of rapturous joy.

Then I would probably roll any class I wanted, since those stats would make me happier than a halfling cavalier in a dungeon with long straight hallways.


Falchion weilding bard with power attack.


Monk or some other MAD class. Halfling barbarian.


If you really enjoy your witch, with that statblock you might enjoy a magus hexcrafter... You still get witch hexes, but you can also make your character decent in melee. Less hexes and less spells but melee capabilities and armor (medium at level 7 and heavy at level 12)... and casting arcane spells while wearing armor.


I'm running a Monk with very similar stats to that (hurry for random stat rolls!) and it's very fun indeed.

Though you could probably make a badass caster with that, have godlike magical power and still be able to swing a sword like a pro.


Scarred Witch Doctor.

The only thing holding the scarred witch doctor back is the lack of racial bonus to casting stat (unless you allow half orcs to do that-- then it's just awesome).

With a stat array like that, and maxed hit dice, you could throw on some serious hit points along with ferocity to make yourself a nigh-unkillable debuffing machine.


Pathfinder Roleplaying Game Subscriber
Hubris wrote:

Scarred Witch Doctor.

The only thing holding the scarred witch doctor back is the lack of racial bonus to casting stat (unless you allow half orcs to do that-- then it's just awesome).

With a stat array like that, and maxed hit dice, you could throw on some serious hit points along with ferocity to make yourself a nigh-unkillable debuffing machine.

Im playing a Scarred Witch Doctor at the moment. My GM let me be a human, and it is amazing, didn't think about the orc ferocity at the time but that is a great thought.

Current Hexes: Cackle, Evil Eye, Fortune, Misfortune, Slumber


Hubris wrote:

Scarred Witch Doctor.

The only thing holding the scarred witch doctor back is the lack of racial bonus to casting stat (unless you allow half orcs to do that-- then it's just awesome).

With a stat array like that, and maxed hit dice, you could throw on some serious hit points along with ferocity to make yourself a nigh-unkillable debuffing machine.

Why WOULDN'T you be able to do that, by the by? It says "+2 to any stat" not "+2 to any physical stat".


Pathfinder Roleplaying Game Subscriber
Lythe Featherblade wrote:
If you really enjoy your witch, with that statblock you might enjoy a magus hexcrafter... You still get witch hexes, but you can also make your character decent in melee. Less hexes and less spells but melee capabilities and armor (medium at level 7 and heavy at level 12)... and casting arcane spells while wearing armor.

I've thought about a magus, but im going to wait until I cant play my witch because i'm really enjoying it. Also, the another party member is thinking of going a to magus and although i dont mind having two of them in the party, giving her a chance to shine is probably better for party cohesion.


That's just orcs. They get a +4 strength and -2 to all mental stats. No bonus to Constitution, which is probably why they put the Scarred Witch Doctor out for Orcs. The awesome constitution-based casting is balanced out by the less than ideal race.

Now, if you're one of the people who thinks it is silly for humans to be able to play a scarred witch doctor but not half orcs, then you're pretty much set.

@Isles: I assume you put your maxed stat into con, but what did you put your second 18 into? I'd probably say strength if you were an orc, but I dunno what would be better for a human.


Pathfinder Roleplaying Game Subscriber

I think i put it into int, and i cant remember why. Now that i think about it i should have put it into dex, the extra AC and Initiative would have been nice. From memory:

Str: 12
Dex: 16
Con: 18 + 2
Int: 18
Wis: 16
Cha: 14


Mmm, 7 skill points/level. Nah, you don't need the extra points of dex, that's what the scars and mage armor (or is it shield?) spell are for.

I would love to play that character though.


Pathfinder Roleplaying Game Subscriber

Its good fun. We're currently underground walking through a devil infested area. As the only evil character in a party of good characters, telling the devils (who are unable to teleport except for back to their base for some reason) how to get to the surface, brought me great satisfaction.

Every encounter is great, either our barbarian, zen archer or battle inquisitor get fortune, then i get to work making the GM cry as the biggest threat in the fight cant hit due to misfortune.


Isles wrote:
brought me great satisfaction.

you mean BOUGHT you satisfaction. you ended up with a nice sum of gold after that.

I'm playing then zen archer. The GM spoils us something fierce, but I'm having a blast.


Isles wrote:
Lythe Featherblade wrote:
If you really enjoy your witch, with that statblock you might enjoy a magus hexcrafter... You still get witch hexes, but you can also make your character decent in melee. Less hexes and less spells but melee capabilities and armor (medium at level 7 and heavy at level 12)... and casting arcane spells while wearing armor.
I've thought about a magus, but im going to wait until I cant play my witch because i'm really enjoying it. Also, the another party member is thinking of going a to magus and although i dont mind having two of them in the party, giving her a chance to shine is probably better for party cohesion.

Depends on the type of magus you build.

If you take a lot of extra hex feats you can still build and play it like your witch, and use the melee capabilities to fall back on when going gets tough. Odds are the other magus is going to be a frontliner shocking grasp type.

But with that statblock, anything is doable. Something like a combat cleric or an inquisitor can be very powerful and versatile.


Ironic that your group uses almost the exact same stat array as ours, and we use max hd as well.

I have played a Paladin/Oracle/hellknight /w esoteric training over 2 years now, he is 17 and i love it.

We have had new players come in that are used to the point buy and were like, "this is way overpowered, this will be boring cake walk".

Well after they realized there is no worries about making the character you want to make, no worries about sad or mad, just fit your concept, the find how excited they are with their character, and have mentioned that they feel more attached to them then the regular pointbuy.

All in all, we have had the same experience as OP, our games have been really fun and all of us have been enjoying it immensely. We have 3 people that would gm, though two of us more so then the 3rd, but makes for a nice chance for me to play with my best friend who is the other main gm when we can.


Pathfinder Roleplaying Game Subscriber
Lythe Featherblade wrote:
Something like a combat cleric or an inquisitor can be very powerful and versatile.

We have someone playing a battle inquisitor, she's maxing out her wis and with guided weapons she's hitting like something fierce. She may be taking TWF @ 7, which will be awesome if she can get two guided weapons


With those stats you can make a decent ninja, can go str based and still have nice dex for AC/skills and Cha for ki pool..

18str 18dex 16con 12int 14wis 16cha, you do nice damage without the weapon finesse feat tax and agile weapon tax without losing any of the 'ninja' strengths, and a high charisma means you can get some good milage out of use magical device if you come across items that nobody can use otherwise.

You can be the skill monkey in a party that seems to have most things, yet still contribute decently to combat.

Alternately, looking at your current party makeup the main thing you wouldn't have without your witch is a battlefield controller/debuffer. While those don't necessarily do a lot of damage, you've seen yourself how effective the witch is with zero damage abilities, and from personal experience my party really started to suffer once we lost our alchemist with his stink bombs to shut down enemies so we could deal with them in more limited numbers.

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