winter witch in a sea campaign help!


Advice


Thinking of trying out a winter witch, with or without the prestige class, in a Skull and Shackles campaign. Not sure of the best choices to interact with the environment and challenges. Core and Featured races with stats 16, 14, 13, 11, 10, 9. Published paizo material.

Any interesting thoughts or ideas? (Detailed writing appreciated, new here)


Himm.... An ice witch sorounded by cold water and air.

As long as she dosent get ses sick i'd hafta say that you my friend are sittin pretty.


Thanks...

. I'm new to the game, so if you have something specific I'd love to see anything (that's open ended for feats, spells, hexes, etc. anything to think about).


Might want to try the sea witch. A lot of the winter witch's abilities are cold (obviously but that means undead are immune which pop up in every book). You never deal with cold weather, although it does get unseasonably warm a few times. The sea creature empathy that the sea witch gets will prove to be useful in many situations in the first three books.


I think someone else is playing a Druid, so I don't want to step on his shoes, but I hadn't thought of that. Any other advice I should consider?


It really depends on what you want to do. Ultimately you are a pirate, how did you end up in Port Peril, and what brings you to the seas? Whatever the rest of the party is playing is also helpful. I run a skull and shackles game and we have a hedge witch who is the main healer but throws the occasional lightning bolt. Died once but got reincarnated. The parties bard is the groups captain and perform monkey (perform is a very useful skill, oratory is great but any perform can be used) but also has a few spells that have been weirdly successful. I have never seen glitterdust be as effective as I have in any other game. Not sure what's ahead, glitterdust, somebody casts invisibility, glitterdust, don't know what to do and have already started your performance, glitterdust. Btw that's also on the witch's spell list.


Playing around with hero lab... We have a bard, Druid, Orc, stormborn bloodline.

Sorry, just familiarizing with forum lingo


Also a goblin rogue

Sovereign Court

well, I think mostly the biggest deal is what kind of patron you will be taking.

Frankly I wouldn't take the winter patron.

Now Deception or Transformation could be fun one for a witch pirate. Guess you will go a little bit more melee being a pirate and all. I would recommend to use early feat like one of the first few feats to get martial proficiency (rapier).

You still get enough ice/cold spells on the witch list to take advantage of the winter witch abilities.


I'm not that interested in melee. What patrons seem the strongest? What about feats and spell choices?

I'm really hoping to get a few build ideas for doing this my first time.


haruhiko88 wrote:
It really depends on what you want to do. Ultimately you are a pirate, how did you end up in Port Peril, and what brings you to the seas? Whatever the rest of the party is playing is also helpful. I run a skull and shackles game and we have a hedge witch who is the main healer but throws the occasional lightning bolt. Died once but got reincarnated. The parties bard is the groups captain and perform monkey (perform is a very useful skill, oratory is great but any perform can be used) but also has a few spells that have been weirdly successful. I have never seen glitterdust be as effective as I have in any other game. Not sure what's ahead, glitterdust, somebody casts invisibility, glitterdust, don't know what to do and have already started your performance, glitterdust. Btw that's also on the witch's spell list.

Thx for the reply; there will already be a bard using glitter dust left and right, and our Druid has potent healing capabilities. I'm having trouble choosing a patron that meshes really well with being in the sea most of the time and occasionally being out at battle on land...

Sovereign Court

for a winter witch? with the limited list of Patrons, Deception or trickery seems like the best choice. Water patron might actually comes into play often with the skulls and shackles it's not a bad deal.

Without the winter witch archetype, I would probably go either time or shadow, bunch of good spells. Spells choices doesn't really matter much, as witches can copy spells from spellbooks or buy scrolls to add to their familiar list of spells. So you can virtually have all the spells of the witch list.

Scarab Sages

Water, Trickery, Portents should all be useful for different reasons. Water because you're on a boat, Trickery because illusions can be deadly if you make someone walk off their boat, and portents can be good if you are trying to track someone on the sea and can't see them.


Eltacolibre wrote:

for a winter witch? with the limited list of Patrons, Deception or trickery seems like the best choice. Water patron might actually comes into play often with the skulls and shackles it's not a bad deal.

Without the winter witch archetype, I would probably go either time or shadow, bunch of good spells. Spells choices doesn't really matter much, as witches can copy spells from spellbooks or buy scrolls to add to their familiar list of spells. So you can virtually have all the spells of the witch list.

Ideally I'd want a patron that doesn't have many spells that I would get anyway as a witch. I liked transformation and trickery, also liked water... What stacks well with these is what I'm not sure of


Imbicatus wrote:
Water, Trickery, Portents should all be useful for different reasons. Water because you're on a boat, Trickery because illusions can be deadly if you make someone walk off their boat, and portents can be good if you are trying to track someone on the sea and can't see them.

Water is one I'm giving serious consideration to- I also liked trickery but didn't see how I could make a build that could stack well for that.

What did you think of the elemental and time? Having a hard time the feats are as useful in the sea as they are on land

Scarab Sages

Elements has too much fire in there for a winter witch imo. You could take a level of Admixture Wizard to turn the fire spells into cold, but it's not worth it. Time is nice, but nothing really thematic for the character or the campaign.


Imbicatus wrote:

Elements has too much fire in there for a winter witch imo. You could take a level of Admixture Wizard to turn the fire spells into cold, but it's not worth it. Time is nice, but nothing really thematic for the character or the campaign.

I was thinking of using the winter witch ability to make other spells cold and thought it could make some of the other spells more thematic.


I'm trying my best to try and her both effective in combat and defense regardless of it being a water terrain or a cave... Don't know how to breathe underwater and still cast those spells being a witch

Scarab Sages

dragoonarcanus wrote:

I was thinking of using the winter witch ability to make other spells cold and thought it could make some of the other spells more thematic.

There is no such ability. Also, I just checked, and Winter Witches can't take the elements or time patron.

Patron

A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.

Ice Magic

When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.


Essentially I'm not sure if a winter witch prestige class can be that effective giving that when I'm taking a hit to my spell levels, when I'm 7th level i will be stuck casting 3rd level spells. I like the class but I'm not sure- any other suggestions if not the WW?


Imbicatus wrote:
dragoonarcanus wrote:

I was thinking of using the winter witch ability to make other spells cold and thought it could make some of the other spells more thematic.

There is no such ability. Also, I just checked, and Winter Witches can't take the elements or time patron.

Patron

A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.

Ice Magic

When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Thanks, good point- I guess that takes those out. :/ hmn


Essentially I want to be an effective ice based debuffer with some decent damage on the side


I am gming the same path with a winter witch player and can say he has made good use of the rime spell feat. I let him take winters grasp spell from people of the north book. That lets him lock people on the ground down very well. He also took a couple of cold blasting spells to entangle anything not touching the ice.


Thanks good suggestion- thanks. I'm going to incorporate that together. Now I'm curious what hexes to pick with those in mind. Taking transfiguration....


Debating races versus slyphs, elf, half elf, human? My DM is giving me leeway


Check out the Guides:

  • A Witch's Guide to Shutting Down Enemies
  • Hubble, Bubble, Toil and Trouble. Fire Burn and Cauldron Bubble
  • Patron's Review
  • The Viking Irishman's Witch Guide
  • Witch Handbook

The main thing a witch brings is Hexes, not spells. While the spells are great, the hexes never run out.

These guides describe roles, feats, hexes, patrons, races, and more.

/cevah


Cevah wrote:
Check out the Guides:
  • A Witch's Guide to Shutting Down Enemies
  • Hubble, Bubble, Toil and Trouble. Fire Burn and Cauldron Bubble
  • Patron's Review
  • The Viking Irishman's Witch Guide
  • Witch Handbook

The main thing a witch brings is Hexes, not spells. While the spells are great, the hexes never run out.

These guides describe roles, feats, hexes, patrons, races, and more.

/cevah

Thanks for the guides, looking at hexes now mostly and figuring which stack well.

Thinking of taking ratfolk, or an elf now for race.


I dont know if any of you have had to break ice off of the deck of a ship before but the weight of the ice can sink you or worse debalast the ship, snap lines, and rigging and if its cold enough burst timbers or masts.


Zotpox wrote:

I dont know if any of you have had to break ice off of the deck of a ship before but the weight of the ice can sink you or worse debalast the ship, snap lines, and rigging and if its cold enough burst timbers or masts. [/QUOTE

do you mean to attack another ship via ice? I'm a little confused as to what you're suggesting...


Yes. You may also decide to slow and or reduce its manoverability.

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