I’m currently playing a Sword Saint Samurai in our bi-weekly Jade Regent campaign, and while I greatly enjoy his character, I find him to be dreadfully dull in combat.
I usually play primarily casters or half casters, and the few times I have played a martial it has been paladins. I also frequently play a more supportive role or an actual healer.
Originally, this was why I decided to try something new, but I have to admit that it’s just not doing anything for me.
In combat I usually try to set up an Iaijutsu strike if I can (level 10 should make that easier), or otherwise I whack away at the enemies, possibly moving to flank with our death-machine Catfolk Rogue.
I also use intimidation whenever we're facing multiple weaker foes.
Brief Backstory:
My Character was to be the head of a minor noble house in Minkai, but his Aunt conspired to have him removed from power, as she is Loyal to the Five Storms, whereas he is not.
Consequently, he led a small, probably not very significant, rebellion in his fief, utilizing the heavily forested area for guerrilla tactics.
Unfortunately, this couldn’t last forever, and he was eventually betrayed, his makeshift base attacked and his men, wife and children killed. He was carried away by a small group of loyal followers (his cohort included), and they planned on fleeing to Kalsgaard to replenish their forces with the refugees there.
On the way, their caravan was attacked, and only a few survived, only to be found soon after by the other PCs (yes he’s a replacement for one of my other characters).
He’s a very devout follower of Shizuru, and with him he brought a Sorcerer, her Cleric of Shizuru father, his cohort (also a samurai), and a grunt soldier who has since developed a relationship with the cohort.
Build:
LG Human Sword Saint Samurai
Deity: Shizuru
Stats (pb20)
STR: 20 (14 +2 Human, +2 Advancement, +2 Enhance)
DEX: 12
CON: 16
INT: 12
WIS: 9
CHA: 12
Gear of note:
- +1 Keen Katana
- Masterwork Wakizashi
- Longbow (Str rating 3)
- +1 Champion O-Yoroi
- Cloak of resistance +2
- Ring of protection +1
- Boots of the Winterlands
- Amulet of natural armour +1
Skills of note:
- Intimidate +17
Feats:
1st: Power Attack, Bonus: Intimidating Prowess
3nd: Furious Focus
5th: Squire (Now Leadership)
6th: Weapon Focus, Katana
7th: Dazzling Display
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Feats I was planning on taking:
Shatter Defenses, Greater Weapon Focus, Deadly stroke, Critical Focus, Staggering Critical.
Traits:
- Amatatsu Loyalist (Homebrew Campaign Trait) +1 Will Save
- Instigator of Rebellion: +1 Diplomacy and Intimidate
- Ambush Training: +1 Initiative, +1 dmg in surprise rounds.
- Drawback: Sentimental
I’m open to ideas, whether dipping, multiclassing, prestige-classing or simply discovering new aspects of martial combat.
Edit: Our Party consists of my samurai, the Catfolk Rogue, a human ranger switchhitter, a human barbarian also melee, and our Bomb-focused ratfolk Alchemist.
Sharing dice is another. Seriously, no one has dice?
*Hisssssss*
I've spent years breaking in my dice. I've gotten them used to rolling well by threatening them with three hours in the freezer if they don't do as I tell them. I've had to drive them with rod and lash to phear me greatly and muchly and therefore do everything in their little plastic, resin and metal hearts not to offend me, and now you're suggesting letting someone uninitiated touch my dice?
Let alone USE them?!?
Get thee behind me!!
Ixnay on touchy dicey, kay?!
And yet you roll horribly when you GM... Maybe you should try love and friendship :D
No! Dice must be terrified of their owner! Also, I don't roll horribly when I GM. I roll balanced. You guys came within a snifter of a TPK against Xulthos :D
but... you always complain about how you roll low D: Are you just lulling us into a flase sense of security!?
.. I guess you are considering how powerful Xulthos turned out to be.
Sharing dice is another. Seriously, no one has dice?
*Hisssssss*
I've spent years breaking in my dice. I've gotten them used to rolling well by threatening them with three hours in the freezer if they don't do as I tell them. I've had to drive them with rod and lash to phear me greatly and muchly and therefore do everything in their little plastic, resin and metal hearts not to offend me, and now you're suggesting letting someone uninitiated touch my dice?
Let alone USE them?!?
Get thee behind me!!
Ixnay on touchy dicey, kay?!
And yet you roll horribly when you GM... Maybe you should try love and friendship :D
STR::3d6 ⇒ (1, 5, 1) = 7 DEX::3d6 ⇒ (3, 3, 4) = 10 CON::3d6 ⇒ (6, 1, 2) = 9 INT::3d6 ⇒ (5, 5, 5) = 15 WIS::3d6 ⇒ (6, 1, 3) = 10 CHA::3d6 ⇒ (4, 4, 6) = 14
Malena the Ulfen White mage Arcanist. Skilled at hindering foes during a raid, and adept at patching up allies after. Everyone knows she has a tendency to get seasick, but nobody points that out when she's nearby.
STR::3d6 ⇒ (4, 2, 6) = 12 DEX::3d6 ⇒ (3, 2, 5) = 10 CON::3d6 ⇒ (3, 3, 2) = 8 INT::3d6 ⇒ (1, 1, 3) = 5 WIS::3d6 ⇒ (2, 2, 2) = 6 CHA::3d6 ⇒ (3, 5, 3) = 11
Apollo, Taldane warrior. Spends his time standng watch outside a shop, and his money on booze. Fancies the local tavern wench, but can't come up with a good pickup line.
STR::3d6 ⇒ (6, 5, 5) = 16 DEX::3d6 ⇒ (2, 5, 4) = 11 CON::3d6 ⇒ (6, 3, 1) = 10 INT::3d6 ⇒ (2, 6, 5) = 13 WIS::3d6 ⇒ (2, 3, 3) = 8 CHA::3d6 ⇒ (2, 4, 3) = 9
Tasha, Half-Elven Warrior. Trains the new guard recruits. She's smart enough to know how to sacrifice accuracy for defense, but also to know when to strike, and when she does, she hits hard.
STR::3d6 ⇒ (3, 6, 1) = 10 DEX::3d6 ⇒ (1, 1, 2) = 4 CON::3d6 ⇒ (4, 3, 1) = 8 INT::3d6 ⇒ (6, 4, 3) = 13 WIS::3d6 ⇒ (5, 6, 3) = 14 CHA::3d6 ⇒ (4, 2, 6) = 12
Marcello the fat wise. Treasurer for a small church to Abadar. Doesn't move around much, except for when he drops the coins, and even then his assistant does most of the work.
I'd like to know if Spell Perfection stacks with Spell Specialization.
Spell Perfection states: In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
And Spell Specialization says: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
I asked my GM about this, but he was unsure and asked me to ask here.
I've personally played a Hedge Witch with the healing patron through 13 levels so far, and I feel immensely useful.
The ability to spontaneously cast cures like a cleric is useful for emergency healing, and it means I get to prepare all sort of nasty spells to hinder and annoy our enemies.
I feel like the healing patron is important for the restoration spells, and i've taken a lot of other condition removal spells as well.
This, together with our awesome buffing bard, means that our party is pretty much always buffed and our enemies often debuffed, which means that our more offensively minded party members have a much easier time killing stuff.
I also find the Hexes to be a lovely addition. It pretty much means, that even if I should somehow run out of spells, I still have ways to be effective in battle. I've recently added the Major hex Retribution, and I just can't wait to use it :)
Personally I like the witch spell list better than the cleric spell list, especially from a CC/Debuff point of view, and I feel like one of the reasons we need little in battle healing, is because i'm able to hinder the damage in the first place.
As a final note, we're playing RotRL ourselves, and so far we've had a total of three deaths. One died before I had access to revival magic, one has been revived (by me) and the third was myself, but i'm about to be revived as soon as my body is found. (Which it hopefully will be <_<;)
TLDR:
I've played a healing Witch for 13 levels, I enjoy it and I feel very useful.
Wow So many nice suggestions, thanks alot to all of you.
As soon as I get some money, I think i'm going shopping :)
Is there anything else I could add to the familiar? I've spoken a little with my GM and he seemed quite open to suggestions.
I've previously been allowed to make my own Hex, so using those is also an option.
I've also looked into templates, but he didn't allow the eternal template unless I gave up all hexes and 10 feats :P
I've still to decide on my 13th level feat.
I've looked at the Evolved Familiar feat, but I don't have the stats to take it.
In any case thanks for the help so far, I hadn't thought of gearing up my familiar at all.
Last session, my darling Silvanshee familiar got fried by dragonfire, and died.
That kinda sucked seeing as I play a witch, but luckily we revived it with a True Resurrection scroll, and everything was fine.
The event got me thinking however.
I kinda want to improve my familiar's survivability a little more, and I was wondering if there was any neat ways to do this?
Info:
13th level NG Half-Orc Witch with the Hedge Witch Archetype.
I was actually considering starting a school of some sorts, but my GM suggested a coven instead since it was more witch-like.
We currently have a fort we can outfit like we want, though there are some rules that must be held so maybe I should look into buying a nice big house in the nearby town instead, that would make it easier for the people to get to it as well.
I don't think Leadership is banned in our game, so i could potentially take it at next level, that could be kind of awesome actually.
Thanks for the advice everyone, i'll look into it and speak with my GM about a way to do it that wouldn't take too much of the other player's time as well.
Earlier today I was working on my backup Oracle of the Seer archetype, and decided to ask my GM if I could make some Traits on my own.
He sent me here to see what you guys thought of the traits i've made.
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The first one is Seer's Cynicism:
Seer's Cynicism
Visions of possible tradegy has plagued you since childhood and as a result you've grown cynical.
You gain a +2 Trait bonus on saves against Fear effects.
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2nd:
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Visions
Pre-Req: Oracle of the Seer Archetype
Since childhood you've had visions of the near, possible future.
Effect:
Your GM may, As he sees fit, give you minor visions pertaining to the future. These visions can be anything from mundane things, "You gain a vision of yourself enjoying the soup you're about to eat" To potentially helpful, but often cryptic visions about the dangers you might face.
Wether these visions actually grant you a boon outside of the additional knowledge is up to your GM.
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Now I'd like to know what you guys think of these Traits :)
There is currently another Witch NPC with us.
Granted i know very little about her, but she seems to have a focus on healing as well, so she is a likely candidate, i'll just have to put on my non-existent charm :P
As for a third member, I could possibly have my familier scout the nearby village for someone with potential and then offer to train them, though I suspect it would take some time before they'd be strong enough to participate?
This is all very exciting, i'll be sure to have my GM look this over to get his opinion as well.
Do you have any suggestions for the list of spells?
My Witch can currently cast the following beneficial spells (if that helps):
My GM sent me here to ask you guys some advice, so that’s what I’m going to do :)
My NG Hedge Witch has decided that she wants to start a place of learning to teach the art of Healing and Herbalism to other likeminded individuals. I do however, not like the idea of a Coven seeing as they tend to include Hags.
My character is, as I’ve said, a Neutral Good Hedge Witch. She used to travel around, living off her herbalism skills until she got dragged into our current adventure.
She is usually pretty peaceful, preferring to shut down enemies through her Slumber hex or other means of crowd control rather than outright killing them, though she has killed a foe or three.
She is also a skilled healer, having picked the healing domain and she has recently reached level 10.
As it is, a hag would not in any way be something she wanted to join forces with, especially not when it comes to a place of learning.
I’m hoping you could give me some advice on how to handle this, to have my character create a school/coven, both from a creative standpoint, and a mechanic one.
Ideas for flavor, and how to actually go about doing it, and what mechanics you would use as substitutes for the existing coven mechanics, without a hag and with a focus on healing and restorative magic.
Purely creative input is also appreciated.
I am of course willing to provide more info as needed :)
TL:DR: Making a NG healing version of witch coven. Help on flavor and mechanics appreciated.
Thanks in advance.
To elaborate a little, my character is a witch with the Hedge Witch archetype who also has several ranks in profession herbalist.
She is definately a healer kind of woman and before meeting the party and being dragged into all sorts of weird adventures, she made a living selling herbs and healing the ailments of the common folks.
By now I should probably mention that my character has very little knowledge of what her patron actually is. She just met a hedgehog one day in a forest that just so happened to be able to speak with her.
This hedgehog had little personality while I had it as a familiar, but it was a dear pet-like friend of my character so when I chose to gain improved familiar, i knew it would have an impact on her.
The way it happened was that we had some downtime in Magnimar (we're playing Rise of the Runelord) and since she's a major goodie-two-shoes, my character went to the slum area of Magnimar to offer healing for free.
While there weren't many 'customers' she did get the attention of a local gang who then asked her to share half her income if she wanted to stay. Being the way she is, my character simply flew away in order to avoid conflict and decided to be more alert the following days.
Unfortunately this didn't turn out very well at all.
One of the following days the local gang found my character again, and this time they were far more competent.
The first thing that happened was that a big ugly thug grappled my poor witch and the others began hitting her. I failed three or four concentration checks before she fell unconscious...
She woke later that day after sundown, beaten and bruised, but (luckily) alive. She flew home to where the party was and healed herself to full health before taking a bath to calm down.
At this point she was trying her best to keep up a tough front and even managed to bluff our rogue into thinking nothing was wrong despite having a bluff of -1.
Things got a little weird in the bath however as suddenly the steam began materializing into the shape of a cat.
My character was at first suspicious, especially since this cat had some serious attitude problems, but after a few minutes it became clear that the cat had been sent by "the force we both serve" in order to make my character stronger (something the cat noted was needed).
It was at this point my character began asking to her beloved hedgehog, and to her horror, she realized that the empathic bond she was used to having with it had dissapeared.
The emotional trauma that followed by having one of your dear friends turn from an intelligent creature into a basic animal was more than she could handle, and she spent the night crying her eyes out in the baths :(
So in short my character mainly knows her patron as some sort of force that she and her familiar serve, and she believes it to be good since it gives her healing powers, but she knows little of it's actual nature.
I on the other hand have talked with my GM, and he offered to invent it for me, which I agreed to :)
Right now I know as much:
My patron is a tree stump of a life tree
And it has enough good power to summon and send an agathion to my side, so I assume it is somewhat good aligned.
TL:DR:
My patron is the treestump of a Life tree, My Witch knows it as she force she serves, and assumes it's good because it gives her healing.
I assume it's good because it has sent me my Agathion familiar.