I get to re-tool my RotRL witch! I'd love a little advice.


Advice


No spoilers on the AP, please. :)

So, we are in transit to Hook Mountain, about 3k away from 7th level. Our DM decided to hold off integrating UM until UC was released, and since it dropped and we have all had a little time to digest, we have until the game tomorrow to change selections within our characters (feat, feature, traits... pretty much anything beyond which class levels we chose).

Anisa StatBlock:
ANISA IRACLIDO_L6 CR 5
Female Human (Varisian) Witch 6
NE Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 44 (6d6+12)
Fort +5, Ref +5, Will +7
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +3 (1d6/20/x2) and
. . Dagger +3 (1d4/19-20/x2) and
. . Gauntlet, Spiked +3 (1d4/20/x2) and
. . Knife, Switchblade -1 (1d4/19-20/x2) and
. . Longspear +3 (1d8/20/x3) and
. . Unarmed Strike +3 (1d3/20/x2)
Special Attacks Evil Eye (DC 19), Misfortune (DC 19), Slumber (DC 19)
Spell-Like Abilities Feather Fall (At will), Fly (6 minutes/day), Levitate (1/day)
Witch Spells Known (CL 6, 3 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 20/22, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Craft Wand, Extra Hex, Extra Hex, Extra Hex
Traits Fast-Talker, World Traveler: Diplomacy
Skills Bluff +13, Diplomacy +13, Disguise +9, Fly +8, Intimidate +9, Knowledge (Arcana) +10, Knowledge (History) +10, Knowledge (Local) +7, Knowledge (Nature) +12, Knowledge (Planes) +10, Perception +7, Ride +4, Spellcraft +15, Stealth +13, Swim +4, Use Magic Device +12
Languages Common, Draconic, Elven, Goblin, Infernal, Shoanti, Thassilonian, Varisian
SQ +2 bonus on initiative checks, Cackle, Cleats, Cold weather outfit, Deliver Touch Spells Through Familiar (Su), Earplugs, Empathic Link with Familiar (Su), Furs, Healing (Cure Moderate Wounds) (Su), Metamagic Rod, Persistent, Lesser, Ring of Sustenance, Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear Club, Dagger, Gauntlet, Spiked, Knife, Switchblade, Longspear; Other Gear Alchemist's Kindness (20), Bag of Holding I (2038 @ 196.9 lbs), Bag, Waterproof (6 @ 0 lbs), Bag, Waterproof (empty), Bedroll, Blanket, winter, Bribe Sack (25gp) (13), Candle (4), Case, map or scroll (2 @ 0 lbs), Cleats, Cold weather outfit, Crafting Materials (1501), Crafting Materials (374), Earplugs (10), Efficient Quiver (10 @ 17 lbs), Eternal Candle (20), Everburning Skull (3), False Jewelry (empty): ????, Feed (per day) (5), Flint and steel, Furs, Gems (8), Headband of Vast Intelligence, +2: Disguise, Ink (1 oz. vial, black) (2), Inkpen (4), Manacles, masterwork, Marked Cards, Metamagic Rod, Persistent, Lesser, Mirror, small steel, Poison, Drow Poison (4), Rations, trail (per day) (35), Ring of Sustenance, Rope, silk (50 ft.), Royal outfit, Scarf, Pocketed, Scarf, reinforced, Scroll: Lightning Bolt, Scroll: Remove Paralysis, Shaving kit, Sihedron Medallion, Smelling Salts, Spell component pouch (2), Stalker's Mask, Tea, Night (20), Tear-Away Clothing (2), Tent, Pavilion, Wand of Cure Light Wounds, Wand of Cure Light Wounds, Wand of Endure Elements, Wand of Grease, Wand of Invisibility, Wand of Knock, Wand of Silent Image, Whiskey, Oldlaw (per bottle), Wrist sheath, spring loaded (2)
--------------------
SPECIAL ABILITIES
--------------------
+2 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 round(s)) (DC 19) (Su) Inflict penalties with a glance.
Feather Fall (At will) (Sp) Feather Fall at will.
Fly (6 minutes/day) (Sp) Fly for 6 minutes/day.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Healing (Cure Moderate Wounds) (Su) Cure Moderate Wounds at will (1/day/person)
Levitate (1/day) (Sp) Levitate 1/day
Metamagic Rod, Persistent, Lesser The wielder can cast up to three spells per day as though using the Persistent Spell feat.

I haven't filled the spot for the last Extra Hex feat(it used to be SF:Necromancy and I just decided it wasn't worth the feat).

I have used the Healing Hex a lot, and the group really appreciates it, but it still sort of rankles me that I have it as it is obv not OP.

I haven't used Slumber much other than for some useful recon purposes and kidnapping a cultist or two. I know it is awesome, I don't want to overuse it, and I would pick it again at 8 if I swapped it out now.

I was considering grabbing the

Updated Scar Hex:
Witch: Does the scar hex (page 81) have any effect on the target's Diplomacy or other social skills, or any other effects?

The hex needs some clarification and a little bump.

First, the sentence "These scars do not hinder the target's actions or abilities in any way" is there to indicate that you can't scar over a target's eyes to make them blind, ears to make them deaf, or mouth and nose to keep them from breathing. However, large, visible scars may have a positive or negative effect for the target, depending on who he's interacting with--a tribal culture may see scarification as the mark of a deadly warrior, while the upper echelons of a decadent urban nobility may see scars as a sign of childhood poverty or general thuggishness. Rather than trying to present a system of game mechanics for all these possibilities, the GM should use the Fiat Rule (Core Rulebook page 403) to modify Bluff, Disguise, Diplomacy, and Intimidate checks as appropriate for interactions with the scarred target.

Second, the scar is a magical curse, and it should persist through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, and so on).

Third, the hex needs a range. Touching the target to scar it is thematically appropriate, so the witch has to make a melee touch attack.

Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.

The book will be updated with these changes, though the exact wording will depend on the space available when the page is typeset.

Update: Witch scar hex, page 81, add notes about skill modifiers, shapechanging persistence, melee touch attack, increased range for other hexes, and scrying boost.
—Sean K Reynolds, 08/02/11

and swapping out Healing or Slumber for Fortune. If I swapped Slumber I would obv be a buffmaster. If I swapped Healing I would be very powerful, but it would likely seem and feel a bit cheesy to both the group and myself.

The opportunity cost of feeling righteous and not seeming cheesy is missing out on picking Prehensile Hair at 8. I can prob live with that, but I would love all you great folk's opinions.

I am also planning on taking Improved Familiar at 7th, probably for an Imp or Quasit... Could I do better?

Thanks everyone!


CASEY BENNETT wrote:


Witch: Does the scar hex (page 81) have any effect on the target's Diplomacy or other social skills, or any other effects?

The hex needs some clarification and a little bump.

Comments by Mathwei ap Niall and mdt regarding the scar hex I have copied from another thread fyi. With the latest FAQ update the Scar Hex has changed from the worst Hex in the game to a required hex after 10th level:

Scar Hex
With the range addition to the mechanics of this hex and a moments thought this hex now solves the biggest weakness of the class, the 30 foot range to apply a hex. Here's the trick, take the smallest valid target for a hex you can find (I recommend turtles) and put them in a small box. Apply a scar to each one of them and give them to your party members to drop in a backpack. (if you care cast stasis or something to put them in a state of suspended animation). Next take a few flying critters you control and scar them to, then send them into range of anything you don't like. Finally take the split hex feat (you were going to do it anyway). Now any target within 30 feet of ANY target you have scarred can be affected by any non-touch range hex you have while keeping your witch safely up to a mile away from them. Add to that if you want to find/kill/hex the BBEG in a dungeon simply scar and release one of his minions. You can devastate him from the safety of the front door of their dungeon/castle/crypt/etc. The scar hex is also a great hex if you are going to build your witch as a buffer/healer as well, since you can put scars on your allies and pump them full of witchy goodness at range.

Regarding your other queries, Improved Familiar is a reasonably strong feat choice, especially if the familiar has hands so they can use wands.

Extra hex is almost always a better feat choice than nearly every other feat you could take for a witch. As a human at 7th level, you could take the extra hex feat enough times as well as Improved Familiar to get all the important hexes. These include such things as Fortune, Misfortune, Slumber, Cackle, Heal, Evil Eye and Flight.


Those were some tactics I had vaguely thought of; not the turtles, but I had definitely considered the birds.

Other than that, it sounds as if my general estimation of where I want to be by 8th is right; it's just the choice of Fortune now or Slumber now.

And, yes, I am planning on using my Improved Familiar to use all the wands that I have and craft. I should be done with my wand of Ill Omen after the next in-game day. It will just carry that sucker around and make people's lives miserable until I finish the rest on my list.

Dark Archive

The new Scar hex is a wonderful option but I would advise holding off and taking it later. The trick I advised with it requires you to be 10th level before you can pull it off (you can't take split hex feat till then). Until you get Split Hex it is really only going to be useful for Healing and fortune hex (my two LEAST favorite hexes in the game).

Without knowing what other members are in your party and only going by what you've posted of your tactics and current character, my recommendation is to swap out Healing hex for Cauldron Hex, Grab Improved Familiar with your 7th level feat (I prefer the homunculus myself), and definitely keep Slumber Hex.

Now considering your alignment and how you've pretty much been the parties healing/support character I highly recommend Cauldron instead of Healing. You'll keep the same level of healing support (cure Light/Moderate potions are cheap to make and can be used/delivered by your minions) and lets you upgrade to Cook People at 10th-11th level.

My recommendation for slumber is you have no personal defense abilities right now, and this is the ultimate don't hit me power you can get. It's only as abusive as you choose to make it and if you don't want to overpower the party with it just use it as your get of trouble power instead of your Alpha strike ability.

As for the Imp or Quasit, I personally don't trust them and try to never take them. Those 2 are designed around inevitable betraying you and both scream out your evil alignment as soon as they pop up.
I always say go for the Homonculus, it's a more neutral feeling familiar, has better upgrade path (you can build it to fit your needs), is totally loyal and easy to replace. Add to that you control what it looks like, how big it is and what skills/powers/feats it has makes for an excellent, dependable familiar.

Best part is you are in Varisia near Magnimar and there is a buisness there called the Golem Works and they specialize in creating this constructs on commission.


Scar is harder to work with as NE than other alignments unless you do the turtle box trick with Split Hex. Scar has become amazing for buff/heal witches, while it's mediocre prior to Split Hex for debuffers. Pushing Scar to 8 and maintaining your current Hex selection appears reasonable.

I'm more of an Elemental person for the familiar, though Homunculus is certainly good, and use of wands for a quasit/mephit/imp can be really solid, as well. Still, I have a hard time justifying the feat unless you really have issues with your base familiar.

Dark Archive

Serisan wrote:

Scar is harder to work with as NE than other alignments unless you do the turtle box trick with Split Hex. Scar has become amazing for buff/heal witches, while it's mediocre prior to Split Hex for debuffers. Pushing Scar to 8 and maintaining your current Hex selection appears reasonable.

I'm more of an Elemental person for the familiar, though Homunculus is certainly good, and use of wands for a quasit/mephit/imp can be really solid, as well. Still, I have a hard time justifying the feat unless you really have issues with your base familiar.

Since I originally posted the Scar trick I have revised my opinion of its use slightly. It's still an amazing Hex but it's use for a Buffer/Healer Witch is lower then I originally anticipated.

There are actually only 4 hexes it can be used with for a Party Support witch:

Healing Hex & Greater; I dislike 1/x day hexes, especially healing ones
Fortune: another 1/x per day
Ward: only 1 active at a time but a good choice for it.
Life Giver: Highly situational and only available at 18th level
Speak in Dreams: I suppose I could find a use for it.

Scar is really a debuffers Hex since the majority of hexes you want to use it with are pretty negative to the wearer and that's why I recommend most witches wait till they can get split hex at the same time.

The benefit of the Improved Familiar feat isn't just to get more actions or wand use, it's a survival aid really.
As important as a familiar is to a witch, burning a feat to get one who has some ability to protect itself (and your so valuable spells) while providing significant in and out of combat perks is usually a good deal.
Their at will spell-like abilities and the more versatile aid another bonuses (always make sure your familiar does an aid another to you WHENEVER you make ANY check they could possibly help you with) is a big plus.

A good improved familiar is a permanent +2 on any check as well as a second attempt on any skill/challenge you're trying. Add to that the various buffs the good familiars give you and it really makes a big difference.

I pick the Homonculus mostly because as an intelligent, speaking construct it can have a massive skills and UMD scores (for all wands, scrolls, items, etc), potent immunities (have you looked at the construct immunities list), custom spell-like abilities, and a dozen feats of it's own.
I find it to be the perfect familiar if you have some cash to burn building one.


Mathwei ap Niall wrote:


The benefit of the Improved Familiar feat isn't just to get more actions or wand use, it's a survival aid really.
As important as a familiar is to a witch, burning a feat to get one who has some ability to protect itself (and your so valuable spells) while providing significant in and out of combat perks is usually a good deal.
Their at will spell-like abilities and the more versatile aid another bonuses (always make sure your familiar does an aid another to you WHENEVER you make ANY check they could possibly help you with) is a big plus.

A good improved familiar is a permanent +2 on any check as well as a second attempt on any skill/challenge you're trying. Add to that the...

I agree on everything you said about Witch Improved Familiar; that's why i am taking it. I am being swayed by your logic on Scar as a debuffing boost as opposed to support. I will defer it til later and may pick up Cauldron... Though to use the bonus I will have to rejigger my skills. Feh, I can just use Spellcraft I suppose. Until I want to make the LNe monk some poisons that is...

Could you elaborate on the rules/mechanics I will be seeking and using to make such a sweet homunculus, please?

I dismissed it because the one described seemed a bit weak compared to the other options (even voidworm) aside from the mostly awesome benefit of being a construct. If you can direct as to how best improve on the homunculus, I definitely see the appeal... and flavor-wise I would prefer it to another critter.

Thanks for all the constructive suggestions!


Mathwei ap Niall wrote:


Healing Hex & Greater; I dislike 1/x day hexes, especially healing ones
Fortune: another 1/x per day
Ward: only 1 active at a time but a good choice for it.
Life Giver: Highly situational and only available at 18th level
Speak in Dreams: I suppose I could find a use for it.

Last I checked most Witch hexes weren't 1x/day, they were 1x/target day. Meaning that if you have an army that you want to heal, you can heal the entire army with enough rounds.

If you want to fortune, you fortune 1x per person.

The rules may have changed since I last looked, but it's something to think about.

Dark Archive

1 person marked this as a favorite.
CASEY BENNETT wrote:
Mathwei ap Niall wrote:


The benefit of the Improved Familiar feat isn't just to get more actions or wand use, it's a survival aid really.
As important as a familiar is to a witch, burning a feat to get one who has some ability to protect itself (and your so valuable spells) while providing significant in and out of combat perks is usually a good deal.
Their at will spell-like abilities and the more versatile aid another bonuses (always make sure your familiar does an aid another to you WHENEVER you make ANY check they could possibly help you with) is a big plus.

A good improved familiar is a permanent +2 on any check as well as a second attempt on any skill/challenge you're trying. Add to that the...

I agree on everything you said about Witch Improved Familiar; that's why i am taking it. I am being swayed by your logic on Scar as a debuffing boost as opposed to support. I will defer it til later and may pick up Cauldron... Though to use the bonus I will have to rejigger my skills. Feh, I can just use Spellcraft I suppose. Until I want to make the LNe monk some poisons that is...

Could you elaborate on the rules/mechanics I will be seeking and using to make such a sweet homunculus, please?

I dismissed it because the one described seemed a bit weak compared to the other options (even voidworm) aside from the mostly awesome benefit of being a construct. If you can direct as to how best improve on the homunculus, I definitely see the appeal... and flavor-wise I would prefer it to another critter.

Thanks for all the constructive suggestions!

Sure, no problem.

Oh with cauldron hex if you spend 1 skill point in it you will have a +14 to your alchemy skill which is almost auto-succeed on any potion/alchemical item you try to make.
Here's the most important rule about customizing your homonculus.

bestiary wrote:


A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.

That part there is what makes this my favorite familiar, here are some basics to consider how much you want to spend.

For every 1 HD you advance it it gains 2+ int mod skill points
For every 2 HD you advance a creature it gains an additional Feat
for every 4 HD it gains an additional +1 to an attribute.
For every 50% increase in HD you CAN increase it's size by one category if you want to.

In general I try to spend at least 10 grand on my homonculus (2grand for the base model and then 8grand for 4 more HD) this gives you a 6HD familiar with 3 feats and 12 skill points and a +1 to an attribute.

I personally increase it to size small so it can threaten the area around it (but I play a beast-bonded witch so it may not be optimal for you) and make sure it takes Evolved familiar feat for the +8 to UMD (don't spend any skill points in it though, remember it uses your ranks in skills so it would be a waste unless you don't max your own UMD).

After that it's a matter of building it the way you want to augment your style of witch play. If you can afford to spend more then 10 grand you will be amazed at what you can make (I've built them as magic item creation machines, unstoppable fighters and insane spies).

Now for a warning these guys are still restricted to half your hit points no matter how many HD you give them and healing them is a bit tricky so be careful with them. I usually give them the cast off gear the party no longer needs.

edit: Also if you have access to Ultimate Magic you should really acquaint yourself with chapter 2, building and modifying constructs. If you care to get really detailed on the changes you will thoroughly enjoy this part.

@Mogart, 1/x per person per day is effectively just once a day, you may enjoy it but it's not good enough for me.

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