Help me Optimize my lvl 1 Lullaby Slumber Witch


Advice


For a one-off campaign. Got Lullaby through Two-World Magic trait.

Human
Level 1 Witch
Neutral Evil
Hex: Slumber (DC: 17)

Witch's Familiar: Scorpion (+4 int)

Traits:
Reactionary
Two-world Magic

Cantrips:
Daze
Stabilize
Lullaby

Level 1: Cure Light Wounds x2/day

http://jody-white.com/pathfinder-ability-score-calculator.php
STR: 7
DEX: 16
CON: 16
INT: 18 + 2
WIS: 7
CHA: 7

Init: +9
Skills (+8 to all): Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) and Spellcraft (int)

Feats:
Accursed Hex (Hex twice the same creature/day)
Ability Focus (Slumber) (+2 DC to slumber)


Being an Elf with the Dream Speaker Trait will add a +1 racial bonus to your Sleep effect DCs.

Honeyed Words Trait (drop Two-World Magic, since Lullaby a standard action that allows a will save) which will get you another +1.

That should get a you a DC of 19 at first level. Just by using Slumber Hex.


Oh awesome thanks a lot! Let me know if there's anything else I should do


I'd have to drop the Accursed Hex feat but it may be worth it.

I guess with such a high DC it won't matter.


Pathfinder Adventure Path Subscriber

Out of curiosity, what's the backup plan against targets immune to sleep/mind-affecting?

Is the campaign going mythic?
What specifics do you know about the campaign and party makeup?
Which patrons are you considering?


At level 1, it might be ok to have 2 cure light wounds prepped, but you are going want to switch to a Wand of Cure Light Wounds (or better yet Infernal Healing) and heal people outside of combat as soon as possible. For combat my level 1 spells were Ear-Piercing Scream (target a different save and Daze is basically "lose all your actions") and Enlarge Person (to help the party meatshield deal more damage and threaten more AoOs). Ill-Omen is another good choice, but since it requires set-up it works best with another caster who uses Save or Dies at level 1 (and is just the best with a Color Spray caster). I highly recommend the Summon Monster spells starting around Summon Monster 2-3 as just a general recommendation.

Ya, Accursed Hex, while very very good, can wait since Dreamspeaker is a +1 to save dc you can't get otherwise. Also you have Elven Magic for +2 against SR and can (and should) swap weapon familiarity for Arcane Focus for +2 to concentration checks. Alternatively, you can trade keen senses and weapon familiarity for Fleet-footed for a +2 to initiative. Both are good, but I probably recommend Fleet-footed. And hey... that Run feat may one day come in handy!


We're not playing past level 1, so a lot of the things you'd normally wonder about aren't a factor here. Will consider Ear-Piercing Scream! The party is the above witch, a cleric and a rogue.


Wouldn't lullaby still be useful if I can prepare for a fight before hand? I mean I could concentrate for an hour then sing for the next couple of counters! Would rise my DC to 21!


Never mind, lullaby is not just a burst around me, it has to be aimed in an area.

Still I like it if nothing else but for the flavor.

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