Creating - Witch lvl 12 - gear advice / suggestions / comments


Advice


Title says it all. I'm joining a group as a level 12 witch. My current fighter is expected to die soon when everyone teleports away leaving him behind - expecting, anticipating, etc... it will be soon.

Anyway my main goal if for support / crowd control mainly. The group already has good direct attackers and it would be helpful for some more support.

So here we go,

Book allowed - CR, APG, ARG, UM, UE - Anything else is on a DM approve per item basis.

My main idea is to go full witch, they're quite good at support and can do a lot of fun things too. I'd like to keep my mobility as high as possible, because well ... getting hit by a charging giant won't be fun.

Race - Ratfolk
Class - Witch

Familiar - Bat

Feats:
Accursed Hex (UM)
Extra Hex (APG)
Improved Initiative (CR)
Potent Hex (Witch's Brew - allowed)
Split Hex (UM)
Craft Wondrous Item (CR)

Hex:
Flight (CR), Slumber (CR), Evil Eye (CR), Cackle (CR), Misfortune (CR), Scar (UM), Ice Tomb (UM), Fortune (CR)

Ratfolk Favored Class Bonus (+5ft to Hex):
Slumber = 60ft (+30ft for 6 levels)
Evil Eye = 40ft (+10ft for 2 levels)
Misfortune = 50ft (+20ft for 4 levels)

Items:

I'm wondering what items will be helpful for this type of character and the role i'm trying to play. lvl 12 character, so thats 108,000 gp total. I'm planning on having Craft Wondrous Items so if you need to, use it.

My thoughts so far,

Intelligent Carpet of Flying, 31,000g ego+8, telepathy, 120ft Blindsense, Mending lvl0, int=14, wis=12, char=12 (small - ie, smaller than 5ft by 5ft)

To help the fact that i'm dead if anyone comes close to me i'm getting a flying carpet, but making it intelligent - yes yes Aladdin carpet, so sue me, it would be fun and it'll be useful. It keeps the mobility aspect, plus the intelligent part helps with keeping my move action open.

Handy Haversack (because why not) - 1000g

Ring of Reduce Person, Permanent - 3130gp

Witching Gown - 17,750 gp (still waiting on the ok for this one)

But anyway, feel free to post items or an entire gear set. At this point i'll take any ideas. the 100k gives a lot of options and a lot of approaches, i keep getting lost in the pages and pages of items.


Well the first things that come to mind
Headband of intelligence seems to be missing
Consider spell focus feats foe enchantment... witches are amazing controllers.
After that... just dont forget your metamagic rods

Witches get great enchantment and necromancy spells so thredonic and thanotopic rods can be really useful. My personal favorite was casting persistent suffocates with misfortune on the target. Even really tough solo monsters struggle with this combo.

I would grap a corset of dire witchcraft...

Dark Archive

Don't take the corset. Go and buy a Witching Gown instead.
Between that and a headband of INT +6 should eat up a bit more then half your cash. From there I'd stock up on scrolls, rods and a decent staff to keep you flexible.

I'd also drop one of your feats and replace it with Improved Familiar. It's far to useful for a witch to not take the superior familiar (unless you have a crappy alignment choice, I'm fond of the Imp or Homonculous myself).


If you're good-aligned, the Cassisian, Silvanshee, and Lyrakien are all excellent familars.


Half-Orc Scarred Witch Doctor. You don't have to fear the charging giant anymore.


A half orc witch doctor is neat, but from what I've read the raw is orc only. Ill need to confirm it'll be accepted.

I think I'd rather stay out of direct combat though. 30ft is a little scary in many fights. The scar + split hex does wonders for increasing your hex ranges. And now rules that would prohibit players from carrying small or smaller animals on them.

Headband of int +6 is definetly a given. At 16k to craft it is a steal.

For improved familiar, thats really only helpful if your familiar is going into combat. I'd rather keep it as far as possible and stealth. It does two things, avoids combat and by doing it often enou the dm stops looking for it, both of which stops it from dying and crippling me.

corset looks awesome, ill add it to my list.

any other items to look at?


Instead of the flying carpet how about the flying cauldron?
I just like the idea of a mad witch flying around in a cauldron like oscar the grouch in his trashcan. It gives you partial cover to boot!


Mathwei ap Niall wrote:

Don't take the corset. Go and buy a Witching Gown instead.

Between that and a headband of INT +6 should eat up a bit more then half your cash. From there I'd stock up on scrolls, rods and a decent staff to keep you flexible.

I'd also drop one of your feats and replace it with Improved Familiar. It's far to useful for a witch to not take the superior familiar (unless you have a crappy alignment choice, I'm fond of the Imp or Homonculous myself).

I wasnt sure if his GM was allowing Witching Gown... many GMs avoid items that come out of an adventure path and not a main book. And TBH, for the cost I think that a witching gown is fairly meh. The only really good thing about it is the +4 resistance bonus to saves, but that is easily replaced by a 16k (8k crafted) cloak of resistance rather than having to pay 35k for a Witching Gown.

And the Hex DC bonus is pretty amazing and unique. I usually prefer unique bonuses that can't be obtained elsewhere when I look at items.

As far as the magic carpet/cauldron of flying go... I think that for the listed purpose, you can just memorize overland flight. Or if you want the thematic usage, just get a broom of flying.


Kerblamikus wrote:

Instead of the flying carpet how about the flying cauldron?

I just like the idea of a mad witch flying around in a cauldron like oscar the grouch in his trashcan. It gives you partial cover to boot!

Heh, yeah i saw that item somewhere. My main reason why i'd not want to, again is that it encourages the DM to consider it as an obstacle... and obstacles can be overcome (or destroyed). The cost of the added cover isn't worth it when it there are many other ways to add miss percentages.

Was that item in one of the core books, or another, i can't recall and my googlefu is failing me.


Lord_Malkov wrote:
Mathwei ap Niall wrote:

Don't take the corset. Go and buy a Witching Gown instead.

Between that and a headband of INT +6 should eat up a bit more then half your cash. From there I'd stock up on scrolls, rods and a decent staff to keep you flexible.

I'd also drop one of your feats and replace it with Improved Familiar. It's far to useful for a witch to not take the superior familiar (unless you have a crappy alignment choice, I'm fond of the Imp or Homonculous myself).

I wasnt sure if his GM was allowing Witching Gown... many GMs avoid items that come out of an adventure path and not a main book. And TBH, for the cost I think that a witching gown is fairly meh. The only really good thing about it is the +4 resistance bonus to saves, but that is easily replaced by a 16k (8k crafted) cloak of resistance rather than having to pay 35k for a Witching Gown.

And the Hex DC bonus is pretty amazing and unique. I usually prefer unique bonuses that can't be obtained elsewhere when I look at items.

As far as the magic carpet/cauldron of flying go... I think that for the listed purpose, you can just memorize overland flight. Or if you want the thematic usage, just get a broom of flying.

The GM hasn't approved the witching gown yet, but it'll be easier to get them approved if i give it all to him premade :) it'll be harder to pick and choose - i hope anyway.

The intelligent carpet came up as an idea when talk of if you can cackle while mounted. The instructions are quite vague what actions you can do while you are moving a mount. By making it intelligent most of the time no instructions or actions at all can be done, and even when needed it s a free action, rather than a move action.
... if you can find some rules that says i can cackle while i move with the knees, or some other method of moving i'd greatly appreciate it.

The act of making it intelligent relives my move action to cackle constantly. As a witch, this would be amazing - weave in and out of combat while keeping full combat capabilities... at least that's my thought.


It's from the advanced players guide. Good point about it being an obstacle. It was more for the image of some mad b*stard popping out of a cauldon and firing off hexes while laughing maniacally.
If you capture baddies you can use the scar hex on one and mess him up even further by taking some of his hair for a hexing doll. It might not fly with the geneva convention but it would make the whole 'follow him back to his master' tactic a bit more solid.

RPG Superstar 2012 Top 32

I played a gnome dragon shaman with an intelligent carpet of flying. Very useful, especially if your speed is much slower than the rest of the party (20 ft. vs 40 ft.).

Maybe get a staff? The Staff of Cackling Wrath just sounds cool, the Staff of Toxins has some good cloud spells.


Kerblamikus wrote:

It's from the advanced players guide. Good point about it being an obstacle. It was more for the image of some mad b*stard popping out of a cauldon and firing off hexes while laughing maniacally.

If you capture baddies you can use the scar hex on one and mess him up even further by taking some of his hair for a hexing doll. It might not fly with the geneva convention but it would make the whole 'follow him back to his master' tactic a bit more solid.

Personally i like the scar hex + split hex combo for a point that was originally pointed out by someone else on these forums... who says it has to be an enemy. A small squirrel, worm, turtle (my favorite), etc can be scared. You have your fighter put this in his backpack... and presto you have a enemy scared that is near the other enemy (cause honestly what decent fighter is not near enemies). From 1 mile away you can aid your allies as if you were right next to them.

Not only that, but scaring your teammates and you can cast Fortune on the entire party in half the time. 'Healing' is a DM call imho as 'scar' is vague on touch hexes.


So lets see, so far for a level 12 witch...

- Rod of Quicken, Lesser - 35,000g
- Headband of int, +6 - 18,000g (craft wondrous item)
- Intelligent Carpet - 15,500g (craft wondrous item, intelligent with telepathy and darkvision = 31kg)
- Ring of Reduce person - 4,100g
- Witching Gown - 17,750g (craft wondrous item - DM discretion)
- Corset of Dire Witchcraft - 11,000g (craft wondrous item)
- Handy Haversack, Bag - 1,000g (craft wondrous item)

102,350g
total for lvl 12 starting = 108,000g
left over = 5,650g

Thoughts???
Any problems - cost, item choice, etc.???
Any other suggestions???


I think you might find that as a great controller and less of an evoker, the witch gets more mileage out of a Normal Persistent Metamagic rod for 32,500 rather than a lesser quicken for 35,000

Trust me, persistent will give your GM fits =)
And yes it stacks with misfortune.
And yes that means they roll 4 times to make one saving throw.


lol geez... 4 tries to pass 1 witch spell... i like it. i'll need to make sure my spell list is up for it. i've gone a lot of control spells over damage, but this might make me changes a few.

Dark Archive

Can't use the witching gown and corset together.
They both used the body slot.


Hmm, apparently i missed the fact that the corset and gown are both body slot items. I'll see about turning the Witching Gown into a Witching Cloak... cause that would be awesome.


Mathwei ap Niall wrote:

Can't use the witching gown and corset together.

They both used the body slot.

Great minds it seems... just caught that myself.


Little side question, related but not for gear.

Ratfolk - favored class bonus
Witch: Add +5 feet to the range of one hex with a range other than “touch.”
The question relates to Split Hex,

Split Hex
Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

so now,
- Cast slumber - 30ft range - simple

If you've changed Slumber from 30ft to say 60ft (6 levels as a Ratfolk), there are three scenarios,

- Cast slumber - 60ft range - simple
- Cast slumber, split hex - 60ft range & 30ft from target
- Cast slumber, split hex - 60ft range & 60ft from target

Reading the RAW i can read it both ways, how does everyone else read it? This becomes increasingly important when you combine this with Scar.

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