Chubbs McGee
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I am currently playing a witch in a Carrion Crown campaign (this is probably my billionth thread) and was musing over an idea for a witch who used her powers to hunt the dead (such as vampires) rather than using them to create them. So I was wondering about patron, spells, feats and hexes.
For patron, I think elements and light would be okay. May be occult (replace create undead with undeath to death) or may be even death (rest eteranl comes to mind).
Spells do not seem overly effective against undead. It seems the witch is more geared to being friendly to the dead rather than destroying them.
Feats are another area that I kind of found myself in dead-end. Arcane Strike and Arcane Blast may be, Spell Focus and some of the metamagic feats.
Hexes could be Healing and Major Healing could be fairly effecive (using positive energy to harm undead). May be Ward, but also Fortune and Misfortune (Evil Eye is fairly useless due to it being mind-affecting).
So what do you think, is this type of witch a dead-end and better leaving it up to the paladin and the cleric?
| Elosandi |
Would it be worth taking Exotic Weapon Proficiency (hair)?
Wow, I didn't even realise natural attacks required a proficiency, but apparently you only get automatic proficiency in natural attacks granted by your race.
All characters are proficient with unarmed strikes and any natural weapons possessed by their race.
That means that the White Haired Witch archtype is all about using a weapon that they aren't even given proficiency in, and there's no "Natural Weapon Proficiency" feat for them to take.
Chubbs McGee
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Quickly thrown together in Hero Lab:
Unnamed Hero CR 4
XP 1200
Female Human (Varisian) Witch 5
N Medium Humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (5d6+10)
Fort +2, Ref +2, Will +4
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and Hair (Prehensile Hair) +2 (1d3+4/x2) and Quarterstaff +2 (1d6+2/x2) and Unarmed strike +2 (1d3+2/x2)
Special Attacks hexes (healing, prehensile hair, slumber [dc 17], ward [1 at a time])
Witch Spells Prepared (CL 5):
3 (2/day) Lightning Bolt (DC 18), Dispel Magic
2 (3/day) See Invisibility, Cure Moderate Wounds, Web (DC 17)
1 (5/day) Detect Secret Doors, Mage Armor, Burning Hands (DC 16), Cure Light Wounds, Ear-Piercing Scream (DC 16)
0 (at will) Read Magic, Detect Magic, Guidance, Light
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Statistics
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Str 10, Dex 12, Con 12, Int 20, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 13
Feats Arcane Strike, Combat Casting, Extra Hex, Toughness +5
Skills Disable Device +6, Escape Artist +6, Heal +5, Intimidate +5, Knowledge (arcana) +13, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +10, Perception +7, Ride +2, Sense Motive +7, Spellcraft +13, Use Magic Device +9
Languages Aklo, Common, Hallit, Jistka, Necril, Skald, Varisian
SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, hero points, patron spells (light), share spells with familiar, speak with familiar
Other Gear Dagger, Quarterstaff, Pathfinder's kit, Traveler's outfit, You have no money!
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TRACKED RESOURCES
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Action Points - 0/7
Dagger - 0/1
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Healing (2d8+5) (Su) Use cure moderate wounds once per day/person.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rds) (DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Something like this?
| Mysterious Stranger |
If you want to use cure spells against undead go for a hedge witch. After 4th level they get spontaneous healing like a cleric. The healing patron gives you a lot of useful spells for patching up after fighting undead which is just as important as harming undead.
In addition to healing spells you also have access to the summon monster chain. both are conjuration if you go for augmented summoning spell focus conjuration is actually useful for a change. Memorize summon spells and convert them to cure spells as needed.
Other useful feats would be Combat Casting, Ectoplasmic spell, and Great Fortitude. Superior Summoning would also be useful if you took augmented summoning.
| Mysterious Stranger |
Delivering healing hexes via hair would indeed be pretty solid but sadly you have such a bad BaB I am not sure it will pan out in the end. This would work much better with a hexcrafer magus.
Considering he only needs to hit the touch AC that is probably not a big problem. The healing hex acts like a cure light wound which has a target of creature touched.