Gilbrok the Tongue

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Okay, let's start with the basics:
1. Starting level? Ending level?
2. Known party member classes/roles?
3. Any goals for the character (focus on damage, support, versatility, etc)? Role-playing goals?
4. Any notable house-rules?

aquatic campaign (Skull and Shackles)

1. Level 3. Approximately level 15-17. (might be a bit more, we play at my house so I want to play at later levels)

2. Elf Storm Druid (battle control, buffing, light blasting); Slyph Storm sorceror (blaster); Undine Cleric (heal, light melee, support buffing); Half-Orc Invulnerable Barbarian (BSF); Goblin rogue (flanking melee support; traps); Halfling dawnflower dervish (party face, light melee, utility).

3. I've been debuffing and doing 7 damage at max with the build the way it is now. Honestly, I want to be an effective battle-field controller and do some sort of ice/electricity combo (if I cant focus on both just ice) damage. But I found that I was easily failing at certain checks, but i was excellent in the water where as my counterparts were lacking there. But I couldn't do much once I got there besides debuff and like frost ray... which wasn't too much fun/effective. It was entertaining to see my evil eye work here and there, but it was the only consistent thing that was helping.

4. No gunslingers, no summoners, featured and core races; stat array (16, 14, 13, 11, 10, 9).

Crysaenthe2
Undine Witch (Winter Witch) 3
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (3d6+3)
Fort +4, Ref +5, Will +6
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Special Attacks hexes (evil eye [dc 16], frozen caress)
Spell-Like Abilities
Constant—endure elements (cold only)
1/day—hydraulic push
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +6):
2nd (2/day)—web (DC 15), blindness/deafness (DC 15)
1st (3/day)—ill omen, mage armor, ear-piercing scream (DC 14)
0 (at will)—ray of frost, detect magic, detect poison, read magic
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Statistics
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Str 7, Dex 16, Con 13, Int 16, Wis 13, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats Ability Focus (evil eye), Brew Potion, Improved Familiar
Traits indomitable faith, magical knack, resilient
Skills Craft (ships) +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge
(planes) +8, Perception +3, Profession (sailor) +7, Sense Motive +3, Spellcraft +7, Swim +10, Use Magic
Device +10
Languages Aquan, Common, Elven, Halfling, Other Language
SQ cold flesh, patron spells (deception)
Combat Gear Wand of shocking grasp; Other Gear Cloak of resistance +1, 150 GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evil Eye -2 (6 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or
skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a
swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect.
If the touch spell allows a saving throw, a succ
Magical Knack (Witch [Winter Witch]) +2 CL for a specific class, to a max of your HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Swimming (30 feet) You have a Swim speed.
p1

MY Familiar
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Väli
Coral Capuchin
N Tiny magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 8 (2d10+2)
Fort +4, Ref +6, Will +4
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Offense
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Speed 30 ft., climb 30 ft., fly 40 ft. (good), swim 30 ft.
Melee bite +7 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks cursed bite
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Statistics
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Str 6, Dex 17, Con 12, Int 11, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 11
Feats Weapon Finesse
Skills Climb +6, Perception +6, Sleight of Hand +8, Spellcraft +1, Stealth +15 (+19 in coral reefs), Swim +10,
Use Magic Device +1; Racial Modifiers +4 Sleight of Hand, +4 Stealth in coral reefs
Languages Common (can't speak)
SQ amphibious, improved evasion, moisture dependency
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Climbing (30 feet) You have a Climb speed.
Cursed Bite (DC 12) (Su) Victim takes 1d6 dam every 10 min out of water but can hold breath 2x as long
(Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moisture Dependency Can stay out of water for Con hours, then takes 1d6 damage every hour.
Swimming (30 feet) You have a Swim speed.


1 person marked this as FAQ candidate.

I was allowed in my game to use both in conjunction but it seems that you shouldn't have to gain both to be able to breathe air underwater, I'm already aware it isn't a humanoid- we bypassed that as mechanically giving up two feats to be able to breathe underwater seems more than fair. I think it actually undermines it a bit more than it is fair...

The aquatic ancestry feat is poorly written. The amphibious special quality gives the ability to breathe air. Undine already have the ability to breathe air. If it just didn't work right in conjunction with racial heritage, that would be understandable. But it doesn't do what it's supposed to even when used in exactly the way expected. Can just taking racial heritage being undine to give the ability to breathe air? It seems like two things that do the same thing overlapping to get a result just one of them should be able to afford you.


Trying to adjust and optimize my build so far for a winter witch being introduced at 3rd level... help and advice is very welcome!

Tiefling Witch (Winter Witch) 3
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (3d6+8)
Fort +3, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Special Attacks hexes (cackle, evil eye [dc 15], slumber [dc 15], water lung)
Spell-Like Abilities
Constant—endure elements (cold only)
At will— deathwatch
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +7):
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Statistics
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Str 9, Dex 15, Con 14, Int 18, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Extra Hex, Extra Hex
Skills Fly +6, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge
(planes) +10, Perception +1, Spellcraft +10, Use Magic Device +5; Racial Modifiers +4 Fly
Languages Common
SQ cold flesh, patron spells (deception)
Other Gear 150 GP
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves,
ability or skill checks (Will part).
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally
(Will neg).
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts
1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to
safely sleep underwater.

If not winter witch, go with another archetype or just stay base witch? and If I go with a familar, considering it's a campaign where there is a lot of time im in the water, go with the raven, or which familar?

Also not convinced those are the best hex selections. help would be greatly appreciated :)


Thinking of trying out a winter witch, with or without the prestige class, in a Skull and Shackles campaign. Not sure of the best choices to interact with the environment and challenges. Core and Featured races with stats 16, 14, 13, 11, 10, 9. Published paizo material.

Any interesting thoughts or ideas? (Detailed writing appreciated, new here)