Melkiador wrote: We should point out that this is a level 8 spell. Moving large+ creatures, if they fit a circumstance, is certainly not outside of the scope of a level 8 spell. Even with no save. Reverse gravity is level 7-8 and this isn’t stronger than that. An excellent point. An 8th level spell is by all rights a truly powerful effect.
I have a few questions about your build Deathless. Thought I'd start a new thread. - Can you enhance your hair (+1, etc) via your arcane pool, even though it's not a "weapon he is holding"? I'm curious where your DM came down on that question. - Did you take Natural Spell Combat to deliver Spell Strike with your hair? - Speaking of Spell Strike, which of the spells that are on both the witch & magus spell lists do you like?
DeathlessOne wrote:
I like that. Nice.
In a bit of a different direction, the white haired witch is a full caster with reach and grappling. But she just doesn’t work with low hp and 1/2 BAB. But if you pair the white haired witch with a top tier grappling class (tetori monk, strangler, abyssal bloodrager) you get an overpowered grappler with massive reach and 9/9 spell casting.
Sysryke wrote:
I'm pretty sure Waterhammer meant a Hell Knight Signifier. https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknigh t-signifer/
If you want a 9/9 caster then there aren't a lot of options: Druid w/Nature's Fang
I'm probably forgetting about something...
Whitewinds wrote: The idea is that deities don't, or possibly can't, empower items outside their primary areas of influence. It just seems weird that a deity of fire, for example, would empower a helm of aquatic action. That, and I like the idea of making clerics of different deities more distinct. I would instead nudge things. Perhaps a cleric of a fire god would have decreased time and/or cost to craft a wand of fireball, and increased time/cost for an ice or water based item. If you shut down the ability to craft key items you just encourage clerics to avoid crafting entirely.
If your party is melee heavy then protective luck will be all the better. I'd say that if you plan to take misfortune later on then you should go with cackle. Otherwise I lean toward soothsayer for the action economy. You only get a single roll of protection, but that's for each party member in each encounter. I like to use a witch's hexes for single target offense (slumber, misfortune, ice tomb), and her spells for area effects (web, glitterdust, sleet storm). Here's my write-up of the witch.
TheCrunchyLlama wrote:
Essentially, you get to a wealth level (fairly quickly) where a wand with 50 Cure Light Wounds at 750gp, or 375gp if you craft it, is a wildly efficient use of resources. If your bond item is a wand then crafting it to CLW makes a lot of sense. Note that once the 50 charges have been expended, you can re-craft it to the same or another spell. In terms of losing hexes to the Hedge Witch's: spontaneous healing (replaces 4th level hex), and empathic healing (8th level), that's actually not terrible. That means you get hexes at 1st & 2nd level. Since hexes are the defining feature of a witch you don't want to lose them without a great reason. If you're playing levels 1-5 then this isn't a huge hit. If you play 1-10 it'll be more noticeable. Hexes of particular note are: Slumber -- This is frankly so overpowered that if you take it you should use it somewhat judiciously. On the other hand, in an undead campaign it's a terrible choice. Flight -- At 5th level, when you get actual flight, this is so good you need a good reason not to take it. Gift of Consumption and Greater Gift of Consumption -- These two all but eliminate your fortitude save, which is your weak save. And occasionally it's brilliant. Misfortune & Cackle -- This all but guarantees your opponent will fail saves, not all saves but far more. It also works against the mindless opponents that Slumber misses (constructs, oozes, undead,etc). The more casters your party has, the better this is. If you're the only caster then it's mostly of use against bosses, where you really want a spell to land so it's worth investing a round. Protective Luck, Cackle & Soothsayer -- You can pre-buff every party member (except yourself) for every encounter. This is so over-powered that you should discuss it with your GM. And beyond those there are several more that are pretty attractive: healing, prehensile hair, etc. The first 3-5 are usually one that you're anxiously waiting to get access to. So trading them off for an archetype is a significant cost/benefit decision. Hope that helps. :)
If you go with the witch, I’d suggest a bonded witch. The hedge witch isn’t worth the loss of two hexes. If your bonded item is a wand the your can craft it into a wand of cure light wounds at 1st level. If your bonded item is a ring, then take the Deception patron so you can craft it into a ring of invisibility. Another advantage of being a half elf is learning the spell Paragon Surge and casting that to get the feat Extra Hex for access to situational hexes you otherwise would never choose. Another healing option is the healing hex. That gives you a scaling cure spell 1/party member. When you can afford a wand of cure light wounds, just retrain it to another hex.
Dr. Frank Funkelstein wrote: i was not happy with the limitations on implements interruption and re-trained out of the weapon implement. Just curious, which implement did you train into? And were you happy with that choice? Would you have trained out of weapon if you hadn't gotten reactive strike from Marshal? Thanks
Azothath wrote:
My point is that this would allow Magical Lineage: Magic Missile on Monday, and then Magical Lineage: Fireball on Tuesday. That is, with each casting you can choose whichever spell is relevant to the moment. And that flexibility seems like quite an attractive feature.
Let's say a wizard or witch leaves some spell slots open when they prepare their daily spells. They're a half-elf and case paragon surge, taking Additional Traits. As one (or both!) of those traits they take Magical Lineage. It seems that this allows you to apply magical lineage to any spell, at the last minute, when you prepare spell(s) to fill one or more open slots. However, you only have the duration of paragon surge (10 minutes/level) to cast this spell. Note that spell preparation specifies, "Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state." So that comes out of your 10 minutes/level. Does that sound right? Anything I'm missing?
This affects living targets, so who is that? Dragons, plants, oozes, vermin, swarms, and a few extra-planar types: aeons, kytons, inevitables (I'm likely missing something). Oh, and paladins past 3rd level (aura of courage). Note that this is only for purposes of applying fear or intimidation. That is, this won't allow you to apply slumber to an elf. Looking first at fear we only have a handful of good options for a witch. Hexes
Spells
Of those, I think Fear and Overwhelming Presence are the standouts. When we consider intimidation, a witch can be very effective. Traits
Feats
Items
So, if you're leaning into one of the above then this is a reasonable pre-buff.
DreamQuestin wrote:
Hinterlander is a prestige class that's meant to be taken after 5 levels, and it only offers 10 levels. Now if your DM doesn't want prestige classes in a gestalt campaign, that's fair enough. But I wouldn't call cleric/hinterlander "dipping". Of your options, I think that: inquisitor/zen archer -- best damage, ridiculous saves & AC
Tarondor wrote:
This is a scenario where I think it can be handy to have two ratings/colors. E.g. "The Archer/Caster" could be green with "The Finesse Priest" orange. Though only if you think an archer warpriest is a green-tier build.
I like 4 different thaumaturge builds: 1) champion/sentinel dedications with weapon & tome
I'm currently running 1 (and 4 with a free archetype) in Strength of Thousands and thoroughly enjoying it. Casting True Strike once a day is pretty terrific.
Note this, from the sorcerer’s shapechanger bloodline: “Mutable Flesh (Su) At 3rd level, once per day when you cast a transmutation spell with a duration of 1 minute per level that affects only you, you can increase its duration to 10 minutes per level. At 9th level, you can increase the duration to 1 hour per level.” Unarcane brought this to my attention.
Name Violation wrote: Problem is with that BAB, you're never going to hit anything with an attack unless it's a touch attack Note that the cartomancer witch delivers these touch spells as ranged touch spells via her cards. So the 1/2 BAB is actually fine. "In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck)."
I should have been more clear that this item applies to prepared casters. Your spellbook (or witch familiar) may or may not include additional spells any given morning. These may or may not be spells you would want to actually memorize. First session I got deific obedience with Count Ranalc. This obedience was easy to perform, granting my character: "You gain a +4 sacred bonus to AC against attacks whenever you are denied your Dexterity bonus (such as in a surprise round or when paralyzed)." Potential utility: a +4 sacred AC bonus is pretty attractive, though this one is fairly situational. Actual utility: none, as this didn't occur. Azothath -- I like the "flip the tile" idea quite a bit. That is now canon.
Mysterious Stranger wrote:
It occurs to me that your ranger/inquisitor and my slayer/inquisitor are nearly the same suggestion.
Melkiador wrote:
Ha. Fair point. I've never played a gestalt game. Always wanted to play a white-haired witch, but outside gestalt it's a bit of a sad class (1/2 BAB and low hp). Let's say you trip/grapple/constrict everyone within 15', then cast vomit swarm. Tell me we're not having fun now. Maybe cast chill touch while you're at it. Add in excruciating deformation when you really feel like it.
A Slayer/Inquisitor gives you full BAB, good saves (fort & reflex, plus fort & will), all the ranger & thief abilities, studied target, and bane. Plus some divine spell casting. Alternately, a Slayer/White-haired Witch gives you full BAB, good saves, all the ranger & thief abilities, studied target, full spell casting, 15-30' reach (since you start at 8th level), swift action constrict, free action grapple, swift action trip, and strangulation. And you are not grappled when your hair is grappling an opponent. In fact, this is nuts. You would need the feats: Arcane Armor Training & Arcane Armor Mastery.
That’s a ton of work, and pretty insightful. And yes, the goal is Fey hijinx. My character is a witch, so he: Trades out summon monster for SNA. Modest loss.
(And yes, the goal is to lose only the “series” polymorph spells, not Alter Self, etc.) Say that’s worth 1000-2000 gp. Gains a feat, or rather 50% of two feats. Where neither of those feats are predictable. Each potential feat is about 30-60% useful. E.g. Fey obedience to Shyka is amazing, while Ragadahn is likely useless. Fey Spell List (assuming 70% the value of the original feat)
Fey Obedience (assuming 50% the value of choosing a specific Eldest)
That’s 7000-8000 gp, a bit below your 8500. That said, I might be under-valuing early access to fey form.
In our last session we each gained a card/tile and were told to create a magic item corresponding to it. I've built a fey-themed item. First, a mixed ability that's perhaps more of a negative than a positive. You gain the Summon Nature's Ally spells on your spell list, but lose any Summon Monster spells. Likewise, you gain Fey Form but lose every other series of polymorph spells (beast shape, monstrous physique, etc.). These are each from the Druid list, so you at least gain Fey Form on the early schedule. Then the key ability. Each day when you prepare your spells, toss a coin. Heads: You gain Fey Spell Lore, with the spells added to your spell list whether it is a druid spell list or not. Then spell list is not fixed, and is a random (1d6) from:
Tails: You gain Fey Obedience to a random member of the Eldest for that day. You must perform the obedience to gain its benefits. In terms of pricing, I think the first ability is more of a negative than a positive since Summon Monster is generally more flexible than SNA. And Fey Form is among the weakest polymorph spell series. I'm really not sure how to price that. Then ioun stones that grant a feat are 8,000-10,000 gp. But this is a varying feat that you can't particularly depend on. Each spell list has at least a few good spells, so that's nice. But only a couple of the Eldest's obediences are very useful. So again I'm a bit unsure how to price this.
With PF2 there's a significant shift toward tactics & teamwork rather than the character-building that characterized PF1. And the significant decrease in attacks of opportunity has radically reshaped mobility. What are the encounter tactics you've been happy with? About the best we've mustered runs along the lines of: trip, attack, step away. Cheers
Give the Gravewalker Witch a look too, while you're at it. Spells: You get most Cure spells later, but gain a number of nice arcane spells. At 2nd level alone: blindness, euphoric cloud, spectral hand & web. Hexes: Your first isn't until 2nd level. Note that hexes are supernatural, and hence not subject to spell resistance. This becomes pretty significant around 10-12th level, so it may or may not matter for your campaign. Your BAB, access to armor & HP are worse. Cheers.
Nine Lives is an amazing spell, but I doubt my GM would go for my character discovering catfolk heritage at 15th level. Now, if we found a high level catfolk cleric I would absolutely explore ways to learn it. From there I still have trouble setting a best choice of two 8th level spells. Maze -- This is the simple answer for the mindless opponents that witches struggle with. But I'm kind of fine letting the rest of our party shine while I struggle with those. This would be great to have in my back pocket if I knew in advance that we were facing constructs. Mind Blank -- We're at a level where opponents are clearly scrying on us. And +8 vs mind-affecting spells is nothing to sneeze at. It's maybe not exciting because it just sits there protecting you. Greater Prying Eyes -- The only significant limitation here is the 25 word command. Hours/level of eyes/level with True Seeing is kind of ridiculous. Summon Monster VIII -- Oh look, 1d3 greater earth/air elementals. That'll solve a lot of problems. The 2nd tier (in my appraisal): Resurrection -- When you need it, you need it. But I guess I'm inclined to buy a scroll if it comes to that. Storm Bolts -- 15d8 of selective damage is nothing to sneeze at. And I lean toward area/mass effects for my spells. Maybe that 1 round stun pushes this up in my estimation after all. I do appreciate the thoughts thus far. Cheers all.
We're working our way through War for the Crown, and we're officially in rarefied territory. I get access to my first 8th level spells. My short list is: Maze
Others of interest: Mass Charm Monster
And then there are the less useful, but still compelling: Create Demiplane
So, who among us has made these choices? What were you happy with? Cheers
For *any* witch you should strongly consider being a half elf so you can get the 3rd level spell Paragon Surge. This gives you access to any hex for minutes/level. Many witch hexes are far too situational to choose as one of your feats, but are occasionally brilliant. For a winter witch I also like sylph. Feats I like for a witch (apart from your DC choices above) include: Accursed Hex
And, just to repeat myself, I really like using hexes for single-target offense (slumber & ice tomb) and a combination of utility & battlefield control for my spells, e.g. Web, Euphoric Cloud, Glitterdust, Barrow Haze, Sleet Storm, Thorny Entanglement, Black Tentacles, Confusion, etc. Cheers
Mysterious Stranger wrote:
I'd swap the rogue out for one of: Magus -- 6/9 arcane spell casting, and a solid martial
Good morning. A few suggestions. Take whatever suits you, ignore the rest. :) Elf traits:
Feats:
Spells:
In short, my only strong recommendation is Sleet Storm. Cheers
Melkiador wrote: Maybe if you have bad DCs, but Grease is a solid spell through mid levels. A big part of spellcasting is picking the right tool for the job. Big humanoid monsters also tend to have relatively bad reflex saves and rely heavily on their weapons. Grease is also very helpful if a teammate gets grappled. It's a very versatile spell that can stay relevant till fairly high levels. Once my character cast Grease on a stairway that soldiers were climbing to attack us. Another character had summoned ... something large ... maybe a bear. So he sent the bear charging down the greased stairs.
Princess Clover wrote:
I looked at archetypes for a thaumaturge pretty closely. I think your best choices are: Champion -- Heavy armor, healing touch & champion's reaction
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