White Hair Witch


Advice

51 to 67 of 67 << first < prev | 1 | 2 | next > last >>
Dark Archive

cartmanbeck wrote:
Mathwei ap Niall wrote:
cartmanbeck wrote:
dunebugg wrote:
I like the Magus/Witch build above... Only issue is that you can't take Extra Hex until 3 as that's when they get their first hex.
OOH, you caught me on that one, good job. I forgot about that. Ok so move the Evil Eye hex up to 3rd level as a Magus Arcana, drop the stacking familiar ability and add... Improved Initiative? Not sure... I'll think about what other feat I could add in at 1st level. Or I could choose a race other than human instead. Thanks for catching that!

Actually they can't take it until 4th level.

They don't get the hex ability till 4th (they get an arcana at 3rd but hexes have to wait till 4th but they do get a free hex at 4th though)

Also as posted here
White haired witch update
On page 23 of the Dragon Empires Gazetteer, in the White-Haired Witch archetype, in the Constrict, Trip, and Pull paragraphs, change "free action" to "swift action".

makes mixing this archetype with a Magus Build a REALLY bad thing. This'll keep you from ever using your arcane pool to buff your weapons/spells or using quickened spells.

Really the only use for this archetype is for a beast totem barbarian or natural weapon range and then it's just as a 1 level dip for the extra natural attack and the single first level arcane spell they'd want (probably true strike).

Since I have the witch choosing a hex at 3rd level for her magus arcana (which you can do as it states that you can take a hex in place of any arcana), then she would qualify for extra hex at that level also.

As Davor said, this is not in any way an optimized build, but it would be SO MUCH FUN, and I think you could make it effective enough to keep around. A level or two of Fighter would go a long way toward that, thanks to bonus feats (possibly taking Arcane Armor Training to get some armor without sacrificing spells) and BAB. More levels of Magus could also be...

Unfortunately no. You don't get the ability that lets you take a hex in place of any arcana until 4th level.

Hex Magus wrote:
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

The ability you are hoping to use (hex Arcana) doesn't work until he gets access to Hex Magus at 4th level that allows him to use Hexes in place of Arcana. Yes it's crappy but thems the rules.


See, if you splash white haired on a brutal pugilist, at lvl 6 you'd be considered a size larger for your grapples.

Maybe even take a imp grapple via unarmed fighter's improved unarmed strike. You could get final embrace to use your unarmed in place of your hair for constict, and also the braweler rage power, i'd suggest up to 10 for barb so you can get body bludgeon...


blackbloodtroll wrote:
The prehensile hair hex is much better than the animated hair gained by the white hair witch. I would avoid it. You would not miss out, even on flavor.

^^This^^

Risen Demon wrote:
OK...then what do you recommend for the character build? I still want to keep him as a witch. I'm working on the stats with a 25 point buy, but I need some help.

I did exactly this - a regular Witch with prehensile hair - and I freaking love the character. Here's how I'd build it with a 25 point buy:

Venerable Age Category (-6 physical, +3 mental)

STR 11 -6 = 5 (1 point spent)
DEX 14 - 6 = 8 (5 points spent)
CON 14 - 6 = 8 (5 points spent)
INT 18 + 3 = 21 (17 points spent)
WIS 11 + 3 = 14 (1 point spent)
CHA 7 + 3 = 10 (4 point credit)

Human: throw the 2 points of racial into INT also, bringing you to a 23.

Feats:

Improved Unarmed Strike
Improved Grapple

(note: dex 13 is prereq for improved grapple, so include in your char history that the guy used to be a wrestler back when he was younger and more dexterous)

Starting Hex: Prehensile Hair, allows you to grapple with INT bonus as your STR bonus.

Familiar: King Crab (+2 to grapple)

The first item you have to try and find somehow is a Handy Haversack, otherwise encumbrance is going to slay you. Your AC sucks, but you can verifiably wrestle ogres to the ground if any get near you, and you can do it with 10 foot reach. And you get witch spells and witch hexes. After high enough level, your age penalties go away with buffs.

Silver Crusade RPG Superstar 2014 Top 16

Mathwei ap Niall wrote:
cartmanbeck wrote:
Mathwei ap Niall wrote:
cartmanbeck wrote:
dunebugg wrote:
I like the Magus/Witch build above... Only issue is that you can't take Extra Hex until 3 as that's when they get their first hex.
OOH, you caught me on that one, good job. I forgot about that. Ok so move the Evil Eye hex up to 3rd level as a Magus Arcana, drop the stacking familiar ability and add... Improved Initiative? Not sure... I'll think about what other feat I could add in at 1st level. Or I could choose a race other than human instead. Thanks for catching that!

Actually they can't take it until 4th level.

They don't get the hex ability till 4th (they get an arcana at 3rd but hexes have to wait till 4th but they do get a free hex at 4th though)

Also as posted here
White haired witch update
On page 23 of the Dragon Empires Gazetteer, in the White-Haired Witch archetype, in the Constrict, Trip, and Pull paragraphs, change "free action" to "swift action".

makes mixing this archetype with a Magus Build a REALLY bad thing. This'll keep you from ever using your arcane pool to buff your weapons/spells or using quickened spells.

Really the only use for this archetype is for a beast totem barbarian or natural weapon range and then it's just as a 1 level dip for the extra natural attack and the single first level arcane spell they'd want (probably true strike).

Since I have the witch choosing a hex at 3rd level for her magus arcana (which you can do as it states that you can take a hex in place of any arcana), then she would qualify for extra hex at that level also.

As Davor said, this is not in any way an optimized build, but it would be SO MUCH FUN, and I think you could make it effective enough to keep around. A level or two of Fighter would go a long way toward that, thanks to bonus feats (possibly taking Arcane Armor Training to get some armor without sacrificing spells) and BAB. More levels of

...

Hex Arcana

A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 20th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

So actually, it doesn't say that you can't replace a Magus arcana with a hex before 4th level. You just begin getting extra ones starting at 4th level.


Dang guys...you filled this up quickly XD. I'm going to respond as well as I can to all of you at once...and that response is thank you!

I've decided to do a frost witch with the hair hex, possibly specking into monk for the flurry of blows. I'd probably start with monk and then go into witch, actually...but I don't really know. I don't want him to be so squishy, but I know hes gonna be. Still trying to figure out stats, and other hexes, but I have the groundwork.
To the one guy who commented on me asking for advice...Morlaf...that's not cool, bro. I was asking for some advice, not for someone to create a character for me. I wouldn't post like that in a thread you started, so please be polite in mine...thanks!
At any rate, thank you guys a lot for the help!

Grand Lodge

If you dip, I would choose unarmed fighter over monk.


Hm...theunarmed fighter/witch seems interesting...take a winter witch with the prehensital hair hex and the extra ice damage hex, multiclass with unarmed fighter...however, I'd need to research it. I have a friend who played an unarmed fighter, but he won't tell me anything about it...just that he didn't like it -_-. Experiment I shall!

Grand Lodge

A single level to pick up Kirin strike is all I would suggest. Maybe go into eldritch knight later on.


lke the winter witch personally... never could get into the white haired witch and the loss of the hexes at the upper levels.

th rogue tricks to mee were not a good trade off


Hmm...ya know what? I'm gonna make him the character he wanted in the beginning that another friend stopped him from doing (classic monk) and I'm gonna take this for a campaign XD. I kinda like it. Frost witch witht he hair hex and extra ice damage hex, multiclass with a fighter archetype to get eldrich knight...but I may start with the fighter and then speck into witch...and keep strength and intelligence up...wisdom dump?

Grand Lodge

Charisma dump, Int and Dex should top.


It seems like white haired witch would be much better if you only lost half your hexes, instead of all of them. Perhaps roll the lvl 2 power (constrict) up to the level 4 power (trip), which frees up level 2 for a more traditional hex. I could even handle it if I had to, at level 4, pick between either Trip or Constrict.

Similar setup for the even levels upwards, of course.


Listen, If you want to play a white haired which then the thing you need to do is to put half your levels in which and half your levels in fighter, so you will have more BAB to grapple people with. You should get the feat Greater Grapple (CoreR,Ch.5) so when you grapple people it will be a move action to do so. If its a move action that means you can move away or cast spells, so your much more mobile. If you want to be fancy then play a human, so if your character becomes Mythic (Mythic Adventures PRD) then you can get the mythic feat Racial Heratige, which allows you to gain on trait from any race. If you chose a choker (A type of Monster), Then you can chose to get the tentical trait and the quick trait, so you can get one more move action that round. so your white haired which will have tenticals to grapple with and because you have the Greater Grapple feat, and the quick trait, then you can grapple three people at once. Thats insane. For your mythic abilities your going to chose to go on the Mythic Champion

http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.h tml.

If you do that then you will need to get the mythic powers Meatshield, so whenever some on is attacking you you can move the person your grappling into the attackers attack. So you don't get hurt and can maintain the grapple. The other mythic power you what is Uncanny grapple so when your grappling people you can use their body as a weapon so you will not only hit other people, but you can stay in the fight.

Her name, Greselda The White


Albert Johnsien wrote:
Listen, If you want to play a white haired which then the thing you need to do is to put half your levels in which and half your levels in fighter, so you will have more BAB to grapple people with.

I think most of your post is good, it picks up after the first sentence, with witch I don't agree.

I played one of these a couple of years ago. What you want is levels of white haired witch, eldritch knight and monk. The Eldritch Knight levels improve your BaB, like a fighter, but also give you spell progression, witch is much, much better. The monk levels allow you to take fighting styles that enhance the hair attacks.

The character ends up very effective. But it is not so effective at all stages of level progression you must go through to get there.

Scarab Sages

Risen Demon wrote:
So, my friend is joining my Pathfinder campaign, and he told me to brew him up a character...any character that seemed weird or funny. I decided on a White haired Witch. However, I'm really not sure how to go about it. Could I have some suggestions on spells, feats, what familiar and patron and the like? It'd be really appreciated.

You need a model. The miniature used will make or break the enjoyment of this archetype.

Long hair rapidly makes this into a chinese action movie (white haired witch is in a few of these). More combat, less fun.

Personally, I'd find a model with a nice beard or, if you can, armpit/nose hairs. That will make the character instantly more fun.

Or if they are a fan of pathfinder and know the setting well, you could run a Tengu or Kobold, and put the white hair on as almost a joke, as those races don't naturally have hair at all.


This thread was made in 2012, guys. I'm pretty sure OP won't need any more advice at this point.

Scarab Sages

Wonderstell wrote:
This thread was made in 2012, guys. I'm pretty sure OP won't need any more advice at this point.

Ugh. I hate how easy it is to respond to very dated threads in this forum. Thanks, by the way.

51 to 67 of 67 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / White Hair Witch All Messageboards

Want to post a reply? Sign in.