Witchguard - My witch's... guard


Advice


Hi guys, so I have discovered the witchguard archetype for rangers. They are meant to protect the white witches, and I figured why not make one my new cohort this! (We had a bard cohort, but he met a tragic end when he pulled my unconscious witch away from a pimped out treasure golem) So now she has the opportunity to pick her new man from a lineup of adventure on Dungeon island.

To give you some background, my witch likes to put things to sleep, and we have recently travelled to Dungeon Island on our new campaign to become Rich SOB's However Dungeon island is not without its disadvantages, the tasks are amplified that much more being an island of greedy people who want to not only take from tombs and caves, but also will target those exiting these areas carrying many valuables. We can not be harmed in the main city once we get back to it, but stepping out of the city limits means trouble could literally be around any corner.

My witch has been knocked unconscious three times in the 4 dungeons we have ventured, and looking for some personal backup seems to be in order. The Witchguard feels like it could fit thematically, and be helpful in keeping her alive while on this island. I originally thought about making him a switch hitter, being that our stats ditribution via or GM is higher then most games (18-13 in the 6 stats, each getting one of the values in between), but as a result he ups the difficulty a lot more for our party. We are on the verge of hitting level 9 (should happen in the next campaign), meaning the cohort based on calculations will be level 7.

I have my cohorts old equipment to give him. This includes:
+2 Amulet of Natural Armor
+2 Chain Shirt
+2 Vest of Resistance
+2 Buckler (which he is unlikely to use)
+2 Longspear (not likely to use)
Banner of the ancient kings (not likely to use)
+2 Belt of Mighty Strength (I grabbed better)

So realistically some of this equipment will be sold off, and he comes with enough money to buy him a +1 Adaptive Compostive Longbow made of Greenwood.

While in the last dungeon i nabbed a +2 greatsword that I could give him, and a +2 Belt of Physical Perfection (+2 all physical stats).

My current plans for him is:
Human - Power Attack
1 - Cleave/Point blank shot/Quickdraw leaving 3 for Craft Magic Arms and Armor
Combat Feat - Rapidshot
3 - Quickdraw
Bonus - Bodyguard
5- Deadly Aim
Combat Style - Manyshot

At 7 I don't know what I would pick for him. I don't even know if this is a viable build for a cohort. His purpose is he will be staying at my side and protecting me.

If you are interested in my feats:
1 - Ability Focus (Slumber)
3 - Extra Hex (Cackle)
5 - Accursed Hex
7 - Leadership

at 9 I plan on taking Craft Wondrous items/Improved Initiative/Improved Familiar, they are essentially 3 of my next 4 feats (with Split Hex at 11).

So we essentially walked out of a dungeon we were in for something like 3 long sessions now, with 57k (at level 8, huge! But massive danger lead to big money) gold a each (after selling what people didn't plan on taking). Which I am trying right now to use to get a quickening Rod, and the rest probably putting towards the cohort to beef him up. If need be sell my cohorts old gear, and use the money

What I am looking for is a build I can give to my cohort, with equipment suggestions, in order to make not only my cohort useful, but make my witch not die !

Anything useful I will gladly use!


Dot.


?

Scarab Sages

"Dot" means posting for future reference, but no comment at this time.

Dot.

Dark Archive

What's the Witchguard archetype from? I've never heard of it, before.


Mine is mainly the act that I haven't got People Of The North and this is my first time even looking at it.

I kinda like what I see... In my next game with a Witch I might suggest this for my character.

As far as I can tell you have a nice build, but yeah getting a Bow is your first priority. Maybe see if you can haggle with your GM on getting Full or 3/4th Value of the gear you need/want to sell.

@Seranov: Witchguard Archetype.

Dark Archive

Oh hey, that's pretty cool.

That really does look like it'd make a great bodyguard for your Witch. As far as building the Ranger, I imagine you can't go wrong with the standard Switch Hitter.


Dot


more?


Either witchguard or a fighter tower shield specialist going into stalwart defender...

Sczarni

Just stumbled across this archetype reading through People of the North and was wondering about its viability in PFS. I just statted up a Shoanti Human Ranger that will be dual wielding a Klar and an Earthbreaker. What are people's thoughts on this archetype for a PC? Is the ability to defend spellcasters a worthy substitute for using Hunters Bond with your party members?

I'm thinking my stats will be:
18 STR
12 DEX
14 CON
12 INT
14 WIS
07 CHA

I want to go full Ranger, no multi-classing. I've always splashed some Fighter in there before for the extra feats, but this time I want the benefit of spellcasting myself. I'm even taking Magical Knack to increase my caster level. Some of the extra spells that a Witchguard would get are nice, and since they get added to the Ranger spell list you can buy wands...


dotting, and thanks for pointing this archetype out to me--i'd never noticed it before.

Dark Archive

Nefreet wrote:

Just stumbled across this archetype reading through People of the North and was wondering about its viability in PFS. I just statted up a Shoanti Human Ranger that will be dual wielding a Klar and an Earthbreaker. What are people's thoughts on this archetype for a PC? Is the ability to defend spellcasters a worthy substitute for using Hunters Bond with your party members?

I'm thinking my stats will be:
18 STR
12 DEX
14 CON
12 INT
14 WIS
07 CHA

I want to go full Ranger, no multi-classing. I've always splashed some Fighter in there before for the extra feats, but this time I want the benefit of spellcasting myself. I'm even taking Magical Knack to increase my caster level. Some of the extra spells that a Witchguard would get are nice, and since they get added to the Ranger spell list you can buy wands...

The loss of Hunter's Bond really makes me hesitate over this archetype.

The loss of the Animal Companion (specifically it's actions) really reduces the Rangers effectiveness to me.
The extra 4 Witch spells are nice but since it doesn't actually grant you anymore spell slots does reduce the draw, especially when you realize it's a martial class and casting (especially your caster stat) is always going to be low.

It's a good idea, and a decent implementation but I think I'd pass on it and just burn the feats to get BodyGuard and In Harm's way normally with a decent investment in UMD and scrolls/wands to handle the arcane spells this archetype is offering (and more).


This only works if you have a witch to protect right? It does not work with another casting class?


The abilities seem to work for any spellcaster, not just a witch.


i love the title.... my title <3


What about when the ranger gets a patron?


Another option might be the Cavalier. There is an order, Order of the Staff, which focuses on protecting magic, either spellcasters or significant magical items/places. This order typically focuses on protecting druids and wizards, but no real reason why it cannot protect a witch.

The interesting thing is that its alterations to the challenge ability makes a great debuff as it lowers the target's saves (starts a -1 penalty, scales to -5 or -6 at late levels; I think it might be a -2 at level 7, and -3 at level 8) for a round every time he hits the target in melee. This still works with just a regular standard attack, so it should not be hard for a melee character to keep up.

Cavaliers have full druid levels for their animal companions, and they can get more interesting options if they decide to go with the beast rider archetype. Hmmm... but you are going into caves... Maybe a small sized race so that the mount is medium? They can easily ride dinosaurs with the pounce option around.

Sczarni

Shalafi2412 wrote:
This only works if you have a witch to protect right? It does not work with another casting class?

It does not specify Witch. It would work with a Paladin, a Magus, another Ranger, etc.


Though I love the idea I was reading over the archetype and it blows. If it were me I'd just make another type of ranger and focus on standing between the witch and whatever is trying to attack her.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

There are a couple curious things that may need some correction. You gain the Defend Charge ability at 4th level, but later it says that at 4th level you gain the ability to use it an additional time per day. Shouldn't it say at 7th level?

Besides that, I like the archetype for a cohort. I wouldn't take it for a PC. Cohorts are not meant or supposed to be super optimized, and shouldn't be used too often in combat for various reasons. This cohort, if built solely to keep the witch safe and use all actions to do just that, would be one that I wouldn't mind allowing in all combats.

I would focus all feats towards protection and defense and focus all gear towards the same. This guy shouldn't be using actions to attack, instead doing everything to buff, heal, aid, and protect the witch. They could also be used to assist the rest of the party, pulling bodies out of harms way, buffing, healing, and aiding. Give them all the potions, max out their UMD for wands, and their usefulness will increase.

I suggest getting the Additional Traits feat that gives two extra traits and taking the Helpful trait that increases the Aid Another action and the Dangerously Curious feat to boost UMD.

*Edit* have the combat style be sword and shield and use a tower shield. You can take the feat Saving Shield, which increases the options for your guard. The shield focus and the greater shield focus will help your guard survive.

*Edit again* As a GM, I wouldn't allow cohorts that have an animal companion/mount/eidolon/cohort , so the loss of the Hunter's Bond isn't a big deal to me.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Witchguard Cohort:

Witch Guard CR 7
XP 3200
Male Human Ranger (Battle Scout, Witchguard) 8
N Medium Humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 25 (+7 armor, +7 shield, +2 Dex, +1 natural, +1 dodge)
hp 80 (8d10+32)
Fort +9, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks favored enemy (fire outsiders +2)
Ranger (Battle Scout, Witchguard) Spells Prepared (CL 5):
2 (2/day) Aid, Protection from Energy
1 (2/day) Bless, Feather Step (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +8; CMB +7; CMD 22
Feats Additional Traits, Bodyguard, Covering Defense, Dodge, In Harm's Way, Mobility, Saving Shield, Shield Focus, Tower Shield Proficiency
Traits Dangerously Curious, Helpful
Skills Acrobatics -8 (-12 jump), Bluff -1 (+1 vs. fire outsiders), Climb -9, Escape Artist -8, Fly -8, Heal +14, Perception +14 (+16 vs. fire outsiders, +18 while in mountainous terrain, +16 while in plane of fire terrain), Ride -8, Sense Motive +14 (+16 vs. fire outsiders), Spellcraft +11, Stealth +3 (+7 while in mountainous terrain, +5 while in plane of fire terrain), Survival +14 (+16 vs. fire outsiders, +18 while in mountainous terrain, +16 while in plane of fire terrain, +18 to track), Swim -9, Use Magic Device +11
Languages Common
SQ advantageous terrain, combat styles (weapon and shield), defend charge +4 (3 rds) (2/day), favored terrains (mountainous +4, plane of fire +2), swift tracker, track, wild empathy
Other Gear +1 Breastplate, Protector, Amulet of natural armor +1, Muleback cords, 620 GP
--------------------
Special Abilities
--------------------
Advantageous Terrain (Ex) At 5th level, when a battle scout is within one of his favorite terrains, he can spend up to 3 consecutive rounds studying an area of terrain to gain the benefits below. Each round of studying terrain is a standard action. During the first round of s
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Covering Defense Total Defense: grant a cover bonus to AC of your shield's shield bonus until your next turn.
Defend Charge +4 (3 rds) (2/day) (Ex) As a move action, adjacent spellcaster gains listed bonus to AC and concentration.
Favored Enemy (Fire Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Fire Outsiders).
Favored Terrain (Mountain +4) (Ex) +4 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Plane of Fire +2) (Ex) +2 to rolls vs Favored Terrain (Plane of Fire).
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Mobility +4 to AC against some attacks of opportunity.
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Shield Focus +1 Shield AC
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Made as a prototype for my Legacy of Fire witch character. He has Heroic NPC stats and starting gold. He is designed towards buffing and defending. There is a plan to give him the wands and potions so he could assist party members in trouble, even pulling them out of combat and forcing down potions if he has to. His ability to aid others is increased, and if all he has to do is sit next to my witch and keep him safe he will be able to do so easily.

With the tower shield, the Defend Charge ability, and the feats Saving Shield, Bodyguard, and In Harm's Way, this cohort can spend a full round using a Standard action to go full defensive (granting the witch a +7 to AC) and a Move action to use Defend Charge (granting a +4 to AC,) then if the witch is still attacked he can use the AoO to Aid another for another +3 to AC and, should the attack still hit the witch, use an immediate action to deflect the attack to himself.

So a +14 to the witch's AC and at least one successful attack deflected.

Granted, the character is pretty much a one trick pony with little to no damage potential. But, this is a cohort and it is fine for those to be a bit limited in their ability.


1 person marked this as a favorite.

You know, reading this thread, I can't help but think of an Aes Sedai and her Warder from Wheel of Time.

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