Melee Witch suggestions


Advice

Grand Lodge

I currently have a melee witch build in a long term, ongoing campaign. Right now I get 5 attacks a round with my Prehensile Hair active. I am currently planning on taking one more level of Monk at 6th and then Witch all the rest of the way. I am looking at ways of getting extra attacks (I can get hooves with monstrous extremities at 9th but I am not sure how to get a gore or tail attack, for example), ways of getting pounce (like dimensional dervish), ways of dealing with DR, and things that can generally help with this build, especially things that effect all of my attacks (like my amulet of mighty fists and divine favor). Thank you ahead of time for suggestions.

Urzog
Male orc monk (master of many styles, monk of the sacred mountain) 1/witch (scarred witch doctor) 4
LN Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
hp 43 (1d8+4d6+19)
Fort +7, Ref +6, Will +7
Defensive Abilities ferocity, scarshield
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee bite +7 (1d4+4) and
. . slam +4 (1d3+2) and
. . mwk cold iron longspear +9 (1d8+9/×3) and
. . mwk falchion +9 (2d4+9/18-20) and
. . 2 claws +7 (1d3+4) and
. . unarmed strike +9 (1d6+7)
Ranged mwk sling +5 (1d4+6)
Special Attacks hex (nails, prehensile hair), stunning fist (2/day, DC 12)
Witch (Scarred Witch Doctor) Spells Prepared (CL 5th; concentration +8):
. . 2nd—false life, glitterdust (DC 15), vomit swarm
. . 1st—chill touch (DC 14), cure light wounds, divine favor, snowball (DC 14)
. . 0 (at will)—detect magic, detect poison, guidance, stabilize
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Statistics
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Str 22, Dex 14, Con 16, Int 8, Wis 10, Cha 5
Base Atk +2; CMB +8; CMD 22
Feats Arcane Strike, Combat Reflexes, Dragon Style[UC], Improved Unarmed Strike, Multiattack, Stunning Fist
Traits magical knack, tusked
Skills Acrobatics +6, Climb +10, Heal +6, Knowledge (arcana) +3, Spellcraft +4, Swim +10
Languages Common, Orc
SQ fetish mask, fuse style, hex scar, patron spell (strength), weapon familiarity, stunning fist (stun), unarmed strike
Combat Gear oil of bless weapon, potion of cure light wounds (2), potion of enlarge person (4), ring of counterspells, scroll of excruciating deformation, scroll of glitterdust, wand of infernal healing (39 charges), wand of mage armor (42 charges), wand of web (4 charges), acid, alchemist's fire, antitoxin, healer's kit, tanglefoot bag; Other Gear mwk cold iron longspear, mwk falchion, mwk sling, sling bullets (20), amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1, ring of protection +2, backpack, masterwork, bedroll, blanket, winter, crowbar, everburning torch, flint and steel, grappling hook, manacles, signal horn, silk rope (50 ft.), spell component pouch, trail rations (2), waterskin, 1,251 gp, 2 sp

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