Witch build advice solicited


Advice


So, I'm playing a witch in a one-shot mini-campaign based on taking back a fort from Nicholas Logue's ogres. I'd love advice for what to do with this character when they reach 8th level, especially with hex and spell selection. Campaign specific details: 15 point buy, free rank in profession, ride is a class skill and I get a free rank in it, every race gets +1 HP and +1 skill point as class bonus, level 8-9 is probably highest this will go.

The party: all 7th level
Dwarven fighter, two axe-wielder and ride rhino
Cavalier
Monk
Rogue/Fighter
Wizard (conjuration)
Cleric (healbot PC)

Thank you in advance for your feedback, and please feel free to back seat drive any choices I've already made to educate me on building for this class. Retraining is not an option, though. The half-elf thing is obviously sub-optimal, but I chose it for RP purposes and because the DM hates elves, making for a better story. Things probably won't end well for this character anyway.

Spoiler:

Class: Wand-Bonded Witch 7
Patron: Deception
Traits: Milita Veteran, Fangwood Diplomat (renamed, +1 diplomacy and is class skill)

STR 10 +0 DEX 12 +1 CON 12 +1
INT 18/20 +5 WIS 12 +1 CHA 12 +1

AC: 18 Touch: 12 Flat-footed: 17
(+1 dex, +1 deflection, +2 shield, +4 mage armor)

Saves: Fort +5, Reflex +5, Will +8

HP: 41 (6+6d6+7 con +7 class) (false life: 1d10+7 temp hp for 7 hours)

Feats: 4 +1 racial bonus feat
Skill Focus: Perception (racial bonus feat)
Scribe Scroll
Improved Initiative
Extra Hex: Healing
Extra Hex: Cackle

Hexes: DC18
Cackle: move act to sustain existing hex
Fortune: take better of two rolls (for one attack, save, skill, ability check), decide before roll, lasts one round, 1/day/person; 2 rounds at 8th level
Flight: +4 swim, feather fall at will, levitate 1/day, fly 7 min/day
Healing: Cure moderate wounds (2d8+7) 1/day/person
Misfortune: Will negates, roll twice + take worst, lasts one round, 1/day/person, decide before roll, 2 rounds at 8th level
Slumber: Will negates, sleep for 7 rounds, wake only w/standard, not noise or light; creature specified, not a particular type.

Spells Known:
0th (all free): Arcane mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.
1st: Charm Person (will), Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Ear-Piercing Scream, Enlarge Person, Forced Quiet, Fumbletonuge, Identify, Mage Armor, Mud Ball (ranged, reflex), Obscuring Mist, Unseen Servent, Ventriloquism
2nd: Blindness, Cure Moderate, Detect Thoughts, False Life, Glitterdust, Hold Person, Invisibility, See Invisibility, Share Memory, Unnatural Lust, Vomit Wasp Swarm, Web
3rd: Arcane Sight, Armor Lock (reflex), Blink, Clairvoyance, Dispel Magic, Harrowing, Heroism, Screech, Sleet Storm (none, acrobatics 10 to half move), Suggestion (will), Tongues,
4th: Arcane Eye, Enervation (no save), Confusion (will)

Scrolls:
• Comprehend Languages (CL 2) 2
• Detect Secret Doors (CL 2) 4
• Enlarge (CL 2) 6
• Identify (CL 2) 3
• Mage Armor (CL 2) 4
• Obscuring Mist (CL 2) 2
• Ventriloquism (CL 2) 2
• Detect Thoughts (CL 4) 2
• Invisibility (CL 4) 4
• See Invisibility (CL 4) 2
• Blink (CL 7) 1
• Clairvoyance (CL 7) 1
• Heroism (CL 7) 3
• Sleet Storm (CL 7) 1
• Tongues (CL 7) 1

Other magic items:
Mithral buckler +1
Ring of Protection +1
Cload of Resistance +2
Headband of Vast Intelligence +2 (Escape Artist)
Handy Haversack: Move action to get anything.
Lesser Metamagic Rod: Bouncing: 3/day, 1-3 spell levels

SKILL MATH
Diplomacy (class due to trait) 12 = 7 ranks+3 class+1 trait+1 ability
Escape Artist (headband): 8 = 7 item ranks +1 ability
Fly: 9 = 5 ranks +3 class +1 ability
Heal: 5 = 1 ranks +3 class +1 ability
Intimidate (class): 11 = 7 ranks +3 class +1 ability
Knowledge (history): 14 = 7 ranks +3 class +4 ability
Perception (not class): 13 = 7 ranks +3 feat+2 race +1 ability
Profession (Lion of Brindol): 11 = 7 free ranks +3 class +1 ability
Ride (class due to trait): 7 = 1 ranks +3 class +1 trait+1 ability
Spellcraft: 14 = 7 ranks +3 class +4 ability
Swim: 5 = 0 ranks +4 hex racial bonus +1 ability
Use Magic Device: 8 = 4 ranks +3 class +1 ability


It doesn't look bad to me.

Consider trying to get you major attack spells into 1 school so it would be useful to take Spell Focus.

Consider, dropping int by a point or two so you can raise con and/or dex to help survivability.

Personally, I would rather the group devote more effort into tactics and a couple of party cure wands instead of the healing hex. Especially since you said the group already has a healbot.


I would probably drop Scribe Scroll in a short campaign unless there was some dynamic that stopped me from buying them, stopped me from buying wands and stopped me from taking Craft Wand instead.

I usually see Improved Familiar, but being Wand Bonded changes that. Actually it changes my above advice too, is that why you have Scribe Scroll instead, because you have a bonded object wand to enchant?

You target will often with enchantment, but you don't target reflex as much and I don't see you targeting fortitude at all. Is there a reason for the will/enchantment focus?


The healing hex was out of concern that ogres would class levels would... well, not let some people get to the healing wand stage.

The targeting of reflex and will is because of the ogre-focused campaign. I figure most ogre threats will make their fort saves. I wish there were more reflex targeting Witch spells. Am I missing some good ones?

Craft wand's been severely shifted in his campaign, I forgot to mention: 5 charges, works like a staff.

The ogres are in the sticks, far from enough to prevent being able to restock.


Nah, other than Lightning Bolt the spell list is pretty devoid of reflex targeting. I'm used to Witches taking the elements patron basically just to get Flaming Sphere, Fireball and Wall of Ice. Maybe even more will focus in that case.

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