Human Scarred Witch Build Critique


Advice

Sovereign Court

Okay, so I have been trying to come up with a character for some time and have asked for help on a couple different ideas. However, I have decided on this class and general set up. That being said I would like some general input on what you think of the build. The character is a back up (or replacement in the case of retirement) for one of two campaigns I’m in and if he isn’t used in either of those he will definitely be my build for the next one I’m in.

Combat wise he will be heavily armored when he can afford a Mithral Agile Breastplate and at 9th lvl I plan on him picking up a Heavy Steel Shield and Arcane Armor Mastery.

At the beginning of his initiative he will cast a touch spell (like inflict x wounds and hold the charge), pop a potion out of his wrist sheath, and drink it. Next round he will move into battle, and drink another potion if he needs to. Once he is where he needs to be he in combat he will enter rage and precede use his Hexes (like misfortune) as standards and cackle as a move while 5 foot stepping around. He will also try to agro as many attacks as he can and act like the tank with a decent AC and a high amount of hp. For the most part I hope that I will have potions to satisfy any spellcasting needs but if I need an emergency spell I have moment of clarity to assist me (as well as Arcane Armor Training).

Character:

Human- Barbarian 1/Scarred Witch 7
Str 14, Dex 12, Con 16+2, Int 12, Wis 14, Cha 7
HP: (12, 4, 4, 4, 4, 4, 4)+ 28 + 6 = 70; FCB: None, HP, HP, HP, HP, HP, HP

1: Drunken Brute, Raging Drunk; Racial Heritage (Orc), Raging Vitality
2: Scarred Witch, Fetish Mask, Scarshield, Patron
3: Scarred Witch, Misfortune, Patron Spell; Extra Hex (Cackle)
4: Scarred Witch; +1 Con
5: Scarred Witch, Fortune, Patron Spell; Extra Rage Power (Moment of Clarity)
6: Scarred Witch
7: Scarred Witch, Cauldron, Patron Spell; Arcane Armor Training

Traits: Accelerated Drinker, ?
Skills:

Note: I have not included any potential equipment because I don’t know what level he will be starting at and what funds he will have to spend. Most of his funds will go towards purchasing a Belt of Mighty Con +6 (incrementally if necessary) and everything else will be secondary to that. Also in my campaigns we roll for hp but you always take half rounded down minimum, so doing that the average works out to be 4 so I just used that.

Edit: All paizo materials are allowed.

Sovereign Court

Alternatively I could drop Arcane Armor Training as well as Extra Rage Power (Moment of Clarity) and pick up two more Extra Hexes. I could get the Slumber Hex, the Prehensile Hair Hex, and/or the Flight Hex. Which ever one of these I do not get I can always get at 9lvl (8lvl Scarred Witch).

Grand Lodge

The Armored Kilt is the choice armor for this build.


I had i similar idea although i would play a half orc as the only benifit (assuming flavor wasn't the main choice) of being human is the extra feat which is wasted playing fake orc.

If i was going human i'd probably lose the skilled racial ability and pick up Heart of the Fields instead.

Shadow Lodge

why do you have drunken brute and accelerated drinker? they do the same thing. take something like reactonary and saves vrs magic(devine or arcane your choice)

Grand Lodge

Orcs do not have a bonus to con, but as a human, you can.
Also, the human has more options for favored class bonuses, and with the Racial Heritage feat, you count as both human and orc for feat prerequisites.

By the way, while a Half-Orc count as both human and orc for effects, it does not count as either for feat prerequisites.

Silver Crusade RPG Superstar 2014 Top 16

blackbloodtroll wrote:

Orcs do not have a bonus to con, but as a human, you can.

Also, the human has more options for favored class bonuses, and with the Racial Heritage feat, you count as both human and orc for feat prerequisites.

By the way, while a Half-Orc count as both human and orc for effects, it does not count as either for feat prerequisites.

blackbloodtroll is incorrect, it has been ruled that Racial Heritage counts for ALL prerequisites and effects, and therefore being a half-orc also counts for ALL prerequisites and effects for both human and orc. It's the only natural conclusion, otherwise humans are better orcs than half-orcs are, which makes no sense at all.

Grand Lodge

It makes no sense to you, but is true. Feats and racial class archetypes are not effects.
This is why there are feats that have prerequisites such as "half-orc or orc".

The Racial Heritage allows you to count as the chosen race for more than just effects.


The ARG wrote:

This section presents two archetypes for each of the

expanded races. Sometimes, an entry in this section
presents a new cavalier order or sorcerer bloodline instead
of an archetype. Typically, only members of the section’s
race can take the listed archetype, bloodline, or order,
though such options rarely interact with the racial traits
or alternate racial traits of that race. An archetype usually
features a thematic link to the race, granting it class
features that complement the abilities and the background
of the race. Because adventurers are often societal outliers,
sometimes these archetypes feature a theme that is the
exception to the norm for racial tendencies. The following
is a list of all the archetypes featured in this chapter,
listed by race. The class for each archetype is listed in
parentheses. If the option is a sorcerer bloodline instead
of an archetype, this is also called out in parentheses.

This would seem to basicaly put the whole thing in the GM's hands as it does not say they cannot it only says typically. So as long as you dm is ok with it (and slightly nuts probably) you could play a dwarven scarred witch doctor (which sounds like an awesome roleplay character that would also be scary).

Sovereign Court

Cartmanbeck: The updated FAQ for the APG states that Racial Heritage works for Archetypes as well. Also I thought that Half-Orcs did not count as Orcs for the purpose of feats, archetypes and whatever else. I would like to be wrong so a linked reference from a dev or someone else that I can show to my GM would be nice.

TheSideKick: I dropped the Drunken Brute Archetype so now I just have Accelerated Drinker. I like having a 40ft move speed and being able to drink as a move action whenever (as opposed to just when I"m ragging).

BlackBloodTroll: I was thinking that for the alternate build I posted that an Armored Kilt would be a really good purchase over Arcane Armor Training and Armor. So I think an Armored Kilt and a mithral Light, Steel Shield would work to give me a decent AC.

Also should I change my Str to 12 and my Dex to 14 so that I can have a better initiative and AC score?

Grand Lodge

You will want at least 13 strength if you plan to take power attack.

Sovereign Court

Hmm, this is a tough call. A +1 to hit and damage as well as qualifying for power attack or a +1 to AC and Reflex saves. What do you think would be better?

Grand Lodge

You could start with 12 strength, and put a point into it later and grab power attack. Then again, you could do the reverse.

Sovereign Court

blackbloodtroll wrote:
You could start with 12 strength, and put a point into it later and grab power attack. Then again, you could do the reverse.

I might just go with a higher dex and if at anytime I want more str I can put a point into it or upgrade a magic belt.


Power Attack is probably not the best thing as your to hit is hurting due to BAB already. I'd put more into dex though, as you're not gonna use heavier armor.

Grand Lodge

You could go the Improved Unarmed Strike/Feral Combat Training route with the Prehensile hair.
Follow up with some style feats and maybe Arcane Strike.

Sovereign Court

Okay, so I think I am going to go with the 14 Dex and 12 Str. In addition I will drop Arcane Armor Training and grab Extra Hex (Prehensile Hair) so that I can be doing some damage if I want to. That way I really don't have to worry about weapons and I will have a decent bonus to hit (+11 without magic Items while raging) and I can use it to deliver touch spells (while not ragging or holding the charge).

Also, I would like to replace Extra Rage Power (Moment of Grace) for Keen Scent because having the scent special ability would be kind of cool I think. However, do you think this trade off would be worth it? One last question for right now, do you think this build is to OP, UP, or a good balance?

Grand Lodge

Not OP.

Sovereign Court

Also, I was thinking of Hex Strike but do you think that I can use my Prehensile Hair attack to deliver the Hex? Or will it only work with Unarmed Strikes?

Sovereign Court

blackbloodtroll wrote:
Not OP.

Okay, that is good. Now a follow up to you good sir, would you like to play with this character in your party? Meaning do you think he would be a good balance between combat/non combat situations (I know spell selection will play a big part in this too but just for the build in general)?

Edit: Because I'm trying to avoid a one trick pony or a glass cannon.

Grand Lodge

It does if you have Feral Combat Training.

Also, consider adding a Haramaki to your Armored Kilt.

Sovereign Court

Ouch, just looked up Feral Combat. That is four feats to be able to deliver a hex as an attack action. Can't think of any off the top of my head but any Barbarian Archetypes that grant Improved Unarmed Strike?

Grand Lodge

There is the Brawler rage power.

Sovereign Court

Yeah, I'm starting to think Hex Strike is out of the picture. But I guess I can just wait and pick up split hex so I can hit multiple targets with the same hex. Also is the Misfortune Hex paired with Cackle as evil as it seems? Would I be able to hit someone with Misfortune and then Cackle (making the duration 2 rounds at low levels) and the proceed to continue Cackling to make him roll twice on almost every roll? And when I finish Cackling he will be affected for an additional round? If so that seems pretty solid for a DC 20 while raging.


cackle is a move action equivelent, so you can 2x cackle every round and stack rounds on someone for the rest of the fight. witches are the bane of GMs, so much extra work.

Grand Lodge

A Conductive Amulet of Mighty Fists will do all that Hex Strike would do.

Feral Combat Training may still be worth it, depending on your focus.

Sovereign Court

SweetDee wrote:
cackle is a move action equivelent, so you can 2x cackle every round and stack rounds on someone for the rest of the fight. witches are the bane of GMs, so much extra work.

That would be nice, but I was thinking that I could tag as many people with this Hex as possible while cackling to make sure they all are under the effect as long as possible. Then once I was done with that drop out of rage and start throwing all the save or suck spells at them (because now they have to roll twice).

Sovereign Court

Also, do you think Scribe Scroll or Brew Potion is more effective? I was originaly leaning towards Brew Potion because I could use all of my potions as move actions but I wouldn't have the spell versatility that a bunch of scrolls could bring (like situational spells and what not).

Sovereign Court

blackbloodtroll wrote:

A Conductive Amulet of Mighty Fists will do all that Hex Strike would do.

Feral Combat Training may still be worth it, depending on your focus.

Hex Strike was just an idea I was toying around with and wasn't central to any build I had envisioned. So I think I am fine with doing without it. And while Feral Combat is tempting it is worth 3 feats and I'm not sure what kind of functionality I can get out of it (feel free to let me know if there are other cool things I would be able to do with such a build as I would be very interested to hear).

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