Witchdoctor Build - Opinions Please


Skull & Shackles

Liberty's Edge

Hello All,

Here is my witch character for Skull and Shackles. I'm starting the campaign late, so its second level. Thoughts and opinions are welcome:

Tai'tia Dalama
Female Human (Mwangi) Witch (Gravewalker) 2
N Medium Humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (2d6+3)
Fort +0, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
Quarterstaff +1 (1d6/x2)
Special Attacks hexes (evil eye [dc 14])
Witch (Gravewalker) Spells Prepared (CL 2):
1 (3/day) Summon Monster I, Chill Touch (DC 14), Ray of Enfeeblement (DC 14)
0 (at will) Read Magic, Touch of Fatigue (DC 13), Detect Magic, Light
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Statistics
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Str 10, Dex 14, Con 10, Int 17, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Toughness +3
Traits Desperate Focus, Touched by the Sea
Skills Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (planes) +8, Knowledge (religion) +5, Profession (fortune-teller) +5, Spellcraft +8, Swim +5, Use Magic Device +6
Languages Aquan, Common, Draconic, Necril, Polyglot
SQ aura of desecration (20'r), bonethrall (dc 14), patron spells (occult)
Combat Gear Vermin repellent; Other Gear Dagger, Quarterstaff, Backpack (36 @ 19.5 lbs), Bedroll, Belt pouch (1 @ 1.44 lbs), Candle (10), Chalk (10), Flint and steel, Ink, black, Inkpen, Soap, Spell component pouch, Torch (5), Trail rations (5), Vial (5), Waterskin, 72 GP
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Special Abilities
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Aura of Desecration (20'r) (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura in
Bonethrall (DC 14) (Su) At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command u
Combat Casting +4 to Concentration checks to cast while on the defensive.
Evil Eye -2 (6 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Touched by the Sea Underwater attack penalties are lessened by 1.

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No idea where you are entering with the character, I would assume aboard the "Wormwood".
Generally speaking I would have tried to (further) maximize the Int score, since your Hex will be your main weapon. Perhaps lower Strength and Wisdom some ? Sorry if I mind sound sexist but... this is a a girl dealing with the dead.... neither the wisest choice IMHO, and... a nice excuse to have "less than average" strength. *ducks*

I don't ( having played the campaign - as a bard - , now mastering it myself) think the "Gravewalker" concept, while moody, and oddly fitting given the carribean setting, is the wisest or most competetive of picks for a witch in this campaign. In a way, possibly even a tad too archetypal - and lending itself to some jokes (which often become old and bothersome after a while ).

"Evil Eye" will not affect many of the targets you will try to command and control with your "grave" side, since it is a mind-effect power. So no way to make your zombies/skeleton more... susceptible.

The following contains experiences from our own run, so depending upon your definition of the term, this might be "spoilerish"

Spoiler:

I do see - but this falls under the take of your GM - that a neutral witch might face some moral difficulty with commanding a ship of the dead, or even having a "living" crew alongside an "unliving" one. Hey, meet Bob, your former crewmate, who's dead and peirced in several plaaces body continuous to serve US... even in death... AND THE SAME WILL AWAIT YOU... etc.... Personal take, but I suspect sailors to be for one rather superstititious and rumours of commanding the dead leading to some prejudices to the character. A roleplaying concern. Our GM, would have thrown a fit, and hamstrung us with a plethora of sailors' suspicions, nasty surprises and Zombies etc slipping control...

As for the "toughness" Feat... well I might have picked "Extra Hex" (or another class concept ? ), and if possible "Persistent Hex" later on for my main attack/defense /contribution. One can pick Toughness later, early on - from my experience - the active means and activities of a witch are far more meaningful to a groups performance. And, you might be able to pick "toughness" before a high score in it becomes more meaningful in the course of the plot (again depending on your GM and the course of the campaign )

I might also have picked "cure light wounds", but that is a personal choice. And I WOULD stress the relevance of some social means, even if this would only be a single rank (easily grabbed by taking INT to the score of 18). Not too many hints, but pirates are - awfully social people - and I would never rely on "one other player being the expert in it".

No idea how "informed" you are about the starting situation... I won't comment on your posessions^^

____________

All that being said, in our run, a witch absolutely rocked the boat (pun intended) and we would, in all likelihood, have suffered an early TPK without her. IMHO, and looking back through the material now as a GM, about half a dozen times within the first installment.

Before you ask, : basic witch, Sleep and Evil Eye based, Tiefling, CN.

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