Building a high-level witch.


Advice


So, I've taken a half-elf witch from levels 3 to 9, and I'm looking into options for levels 10+. The party currently consists of myself, the gnome sorceror, halfling rogue, and human murder machine (barbarian). We did 4d6 subtract 1 for stats and I got fairly lucky on the rolls. No 18s at creation, but beyond strength and a meh wisdom I'm without any real weaknesses. I also rolled a quite good charisma, and have wound up combining that and a huge number of knowledges and skills.

So far I've been the party utility caster, and extremely fragile (I sat out a fight with a former BBEG when one of his ogre-ish minions came with on a dimension door and 1-shotted me). I'd like to improve upon that, but I've also got the party face duties to share (currently sitting on +16 to diplomacy and intimidate) and my feats have been focused on doing artificer stuff to cover our missing cleric and stat buffs (craft wondrous item, brew potion, forge ring, and recently craft staff).

We recently just took down a BBEG that netted us something like 60k in gold/materials/stuff to craft. I've built everyone some +2 stat items for their primaries and secondaries, and we killed the party fund to get the rogue a ring of invisibility.

I was thinking of going for a staff of teleport, and later dropping a blasty spell into it as well, opening up spell slots for heals/buffs/utility. Beyond that I was thinking about a mirror image 3x/day item or some such.

Beyond items, are there any goto defensive spell options? prestige classes that can help without crippling spell advancement? Thoughts on builds? I know crafting feats aren't optimal, but the half-price magic gear seems to be making up for it so far.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Well I wouldn't consider any PrC's since one of the big strengths of the Witch is Hexes. Does your group allow 3pp stuff or only core Pathfinder?


If you can, grab the Extra Hex feat. You can get it multiple times, and hexes will always be your strongest abilities. I know this isn't specifically referencing your questions about defense, but if you're looking for power, then hexes are the way to go.


Pretty straightforward APG and Core book only, though we've done some custom built magical gear (and taken some from adventure paths) and some spells (I wound up getting to take Raiment of Command with some house rules modifications to the will save aspects).

I get the hex bit, and I'm definitely looking forward to picking up weather control/retribution/waxen image in later levels, but I could also start doing that at 11 with feats and go into a PrC

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