| dragoonarcanus |
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)
| haruhiko88 |
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.
| haruhiko88 |
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.
Eltacolibre
|
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.
| dragoonarcanus |
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...
Eltacolibre
|
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.
| dragoonarcanus |
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
| dragoonarcanus |
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
| dragoonarcanus |
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.
Imbicatus
|
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.
PatronA 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.
| dragoonarcanus |
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.
PatronA 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
| Lady Kestrahl |
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.
| Cevah |
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
| dragoonarcanus |
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.
| dragoonarcanus |
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...