
Rub-Eta |
You can find all the information here. The Scarred Witch Doctor is a Witch archetype, changing some of the regular Witch's class abilities (as noted in the link I gave).
As it's an archetype for the Witch, it means that it's a level 9 spell caster (they reach up to 9th level spells by later levels, which is the highest spell level you can get). But they're also not very capable in melee or ranged combat, they're made to cast spells (very much like a wizard) and Hexes. Hexes are similar to spells, only that they can use them multiple times each day (you can find the Hexes at the Witch entry of the Advanced Player's Guide book or on the site I linked).
For me to give any further information, I need to know more specifics about what you want to know. However, as it's a 9th level spell caster, I'd say that beginners should try something else (it's really hard to handle spell casters).

Vince Kim |
You can find all the information here. The Scarred Witch Doctor is a Witch archetype, changing some of the regular Witch's class abilities (as noted in the link I gave).
As it's an archetype for the Witch, it means that it's a level 9 spell caster (they reach up to 9th level spells by later levels, which is the highest spell level you can get). But they're also not very capable in melee or ranged combat, they're made to cast spells (very much like a wizard) and Hexes. Hexes are similar to spells, only that they can use them multiple times each day (you can find the Hexes at the Witch entry of the Advanced Player's Guide book or on the site I linked).For me to give any further information, I need to know more specifics about what you want to know. However, as it's a 9th level spell caster, I'd say that beginners should try something else (it's really hard to handle spell casters).
I'm going true chaotic evil half-orc swd. I've looked through the forums and saw that most have raised their CON stats instead of CHA. I'd like to know why and would also like to know which hexes I should look into.

MeanMutton |

Rub-Eta wrote:I'm going true chaotic evil half-orc swd. I've looked through the forums and saw that most have raised their CON stats instead of CHA. I'd like to know why and would also like to know which hexes I should look into.You can find all the information here. The Scarred Witch Doctor is a Witch archetype, changing some of the regular Witch's class abilities (as noted in the link I gave).
As it's an archetype for the Witch, it means that it's a level 9 spell caster (they reach up to 9th level spells by later levels, which is the highest spell level you can get). But they're also not very capable in melee or ranged combat, they're made to cast spells (very much like a wizard) and Hexes. Hexes are similar to spells, only that they can use them multiple times each day (you can find the Hexes at the Witch entry of the Advanced Player's Guide book or on the site I linked).For me to give any further information, I need to know more specifics about what you want to know. However, as it's a 9th level spell caster, I'd say that beginners should try something else (it's really hard to handle spell casters).
They used to use Con as their casting stat. That rule has been changed. Look more at regular witch builds for inspiration.

Heretek |

I'm going true chaotic evil half-orc swd.
If this is your first character I would strongly suggest not doing such a build, or alignment. If your DM is really fine with you playing chaotic evil, then for the love of your deity, read up on how to actually play as evil within the context of a party. Nothing will ruin a game quite like someone ruining the fun of everyone else involved and then going "but I'm evil".
Further, SWDs were, (stupidly) errated into INT casters. They no longer use CON, so make sure your DM is aware of the errata, and preferably ignores the errata.
Personally though, I'd recommend just picking something else if you're open to an easier time learning the system.

Vince Kim |
Okay. Few questions.
What is the point buy?
What books are allowed?
Is your DM allowing the new Int-based Witch Doctor, or old Con-based Witch Doctor?
18.17.14.15.12.10
These are my stats and we are allowed to any up to date books.This witch doctor is on int-based.
It seems the DM thinks I'm a lazy ass... he is right. LOLOLOL
I really am interested in learning the game and it'd be awesome to have the knowledge of the pros and cons of the game.

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Okay.
You can go full caster, but be warned, playing a prepared caster can be overwhelming to new players. Also, I would just avoid the Chaotic Evil nonsense, for at least your first PC.
So, my suggestion is to stick with a shtick, that you can run easily.
Slumber Witch is an easy one. Basically, hit them with the Slumber Hex, and make their ability to save against it very hard. Evil Eye, Misfortune, and Cackle to keep those going will do fine.
With your stats 18.17.14.15.12.10
Str 12
Dex 17
Con 15
Int 18(20)
Wis 14
Cha 10
Take the Sacred Tattoo alternate racial trait, and the Fate's Favored Religion trait.

ChainsawSam |
1 person marked this as a favorite. |
Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?
I don't recommend Fighter specifically because almost all of its power stems from Feats and building a decent Fighter means needing to know quite a bit about he hundred-billion-zillion Feats out there.
If it's your first go, I like to recommend Ranger..
Specifically with the Spirit Ranger Archetype..
Ranger is a pretty great "Pathfinder Sampler Platter" for new players. Except for the Animal Companion, which is terrible for them as it essentially requires they manage two entirely different characters every round in combat. Most new players have their hands full with one character.
The Spirit Ranger archetype gets rid of the Animal Companion and replaces it with the ability to cast Augury. Which can be a nice way for new players to get some direction when they're stuck.
For the Ranger itself:
1. You get a class that can reliably hit pretty well. This assures you'll perform pretty adequately in combat.
2. You get a class that awards combat feats in neat little thematic packages. This'll mean your main fighting style gets supported pretty well without having to dig through a dozen different books hunting for feats.
3. You get a class that is reasonably tough. Pretty good hit point progression and they can wear up to Medium Armor at the start. This assures you can take a hit or two. Ranger also has good Fortitude and Reflex saves, which will cover a good amount of the magic coming your way.
4. You get a class with lots of skill points. This will let you find ways to participate and be useful to the party outside of combat. You're also pretty assured to get used to how skills work. If you're shy, those skill points can also be safely tucked into things like Perception, Survival, and knowledge skills.
5. You get a class with situational bonuses. You're going to have to get used to tracking little temporary or situational +'s and -'s in combat, and Ranger has one that's easy to understand built right in. Favored Enemy and Favored Terrain can be sort of a pain in the butt, but most of the pain is picking good ones. Once they're picked it's easy to know if you've got the bonus or not because they're pretty cut and dry (I get +2 to hit and +2 to damage against Orks, if it's not an Ork, I don't get that. I also get a bunch of bonuses if I'm in the Forest, if I'm not in a forest, I don't get that). Ask your DM for advice to help you pick some decent ones for the game, I'm sure they'll be willing to help.
6. You get a class that gradually introduces the Magic mechanics. Learning how Magic works is a big fat pain in the ass as a new player. Ranger gets a very limited spell list that is introduced very gradually. You've got time to learn the system while taking it slow.
7. Finally, you get a class with a well known Role-Model. The Ranger class is essentially based off of Aragorn from Lord of the Rings in the first place. When in doubt, WWAD. What Would Aragorn Do?
Martial Combat, Feats, Skills, and a bit of Magic. All wrapped up in a decently survivable package. Play Ranger for a bit and you'll have walked down the buffet line and had a bite of most of the major game elements of Pathfinder. Then when you make your next character you'll have a good idea what parts of the game you enjoy and what to focus on.

Vince Kim |
Vince Kim wrote:Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?I don't recommend Fighter specifically because almost all of its power stems from Feats and building a decent Fighter means needing to know quite a bit about he hundred-billion-zillion Feats out there.
If it's your first go, I like to recommend Ranger..
Specifically with the Spirit Ranger Archetype..
Ranger is a pretty great "Pathfinder Sampler Platter" for new players. Except for the Animal Companion, which is terrible for them as it essentially requires they manage two entirely different characters every round in combat. Most new players have their hands full with one character.
The Spirit Ranger archetype gets rid of the Animal Companion and replaces it with the ability to cast Augury. Which can be a nice way for new players to get some direction when they're stuck.
For the Ranger itself:
1. You get a class that can reliably hit pretty well. This assures you'll perform pretty adequately in combat.
2. You get a class that awards combat feats in neat little thematic packages. This'll mean your main fighting style gets supported pretty well without having to dig through a dozen different books hunting for things.
3. You get a class that is reasonably tough. Pretty good hit point progression and they can wear up to Medium Armor at the start. This assures you can take a hit or two. Ranger also has good Fortitude and Reflex saves, which will cover a good amount of the magic coming your way.
4. You get a class with lots of skill points. This will let you...
Is ranger both melee and ranged or mainly melee?
My teammates are all ranged right now :/
My Self |
Ranger has the choice of being an awesome meleer or an awesome range-r. The class is not inherently melee or ranged, rather, it allows you to become really good at one of either. You can still use ranged then switch to melee, or use melee and switch to ranged when necessary, which is also handy. You can decide to become only good at ranged or only good at melee, though ranger is probably best as a switch-hitter, attacking at ranged then switching to melee.

ChainsawSam |
Is ranger both melee and ranged or mainly melee?
My teammates are all ranged right now :/
It can do either!
You pick a "Combat Style" and will automatically be given appropriate feats when you level up.
For melee there is Two-Weapon Style (weapon in each hand) Two-Handed Weapon and Weapon and Shield.
Two-Weapon is, in my opinion, a lot of work to get good results.
Two-Handed with a greatsword is a tried and true method of doing pretty decent damage, though the Combat Style feat package includes some mediocre stuff (all it really needs is Power Attack and maybe Furious Focus, but the other stuff is ok I guess).
Weapon and Shield is good defense and if you build it right almost as much offense as Two-Weapon.
Easiest path is build effectively is definitely Two-Handed. I'd say followed by Weapon and Shield (even if you screw it up, you'll still get more defense out of the deal).
Edit: The other guy mentioned Switch Hitting. That's really easy to do as a Ranger. Essentially you just pick up Power Attack, a Long Bow, and a greatsword at first level and choose your Combat Style to be Archery at second level. Power Attack is all you really need to be a solid combatant with a greatsword (though there is a decent amount of icing you could add to the cake) and the Archery Style will hit most of the major notes for ranged combat and you can fill in the rest with your feats as you level. It's probably the easiest class to Switch Hit with and it's definitely an option if you want to be versatile.
I've been on Reddit too long. Their formatting has corrupted my brain.

Vince Kim |
Okay.
You can go full caster, but be warned, playing a prepared caster can be overwhelming to new players. Also, I would just avoid the Chaotic Evil nonsense, for at least your first PC.
So, my suggestion is to stick with a shtick, that you can run easily.
Slumber Witch is an easy one. Basically, hit them with the Slumber Hex, and make their ability to save against it very hard. Evil Eye, Misfortune, and Cackle to keep those going will do fine.
With your stats 18.17.14.15.12.10
Str 12
Dex 17
Con 15
Int 18(20)
Wis 14
Cha 10Take the Sacred Tattoo alternate racial trait, and the Fate's Favored Religion trait.
The DM says I fit the bill for Chaotic Evil and he'd like to see the group having more difficulty with their first game.
Is there other spells I should gain, change, or upgrade as I level up?
Grond |

Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?
Fighters are good, there are many different ways to go. People have already made other suggestions in terms of a ranger. A paladin is also a fairly straightforward class that is strong and has some other flavor to it.

ChainsawSam |
Vince Kim wrote:Fighters are good, there are many different ways to go. People have already made other suggestions in terms of a ranger. A paladin is also a fairly straightforward class that is strong and has some other flavor to it.Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?
Paladin can be cool, but I don't feel good recommending it to new players.
1. We don't know if his DM is the kind that stays awake at night salivating over the idea of screwing over Paladins.
2. The alignments and codes are really restrictive. I don't think it's nice to throw someone, brand new, into a game based on "What do you do?" and then having all that initial excitement replaced by having to remember their stupid holy order vows or whatever.

My Self |
If it's just scary Half-Orc guy you are looking for, you could just go Barbarian or Bloodrager.
Still, you could be pretty scary as a Witch.
Just like I said though, it will require a bit more paperwork.
There are tricks to make it less overwhelming though.
There's a certain amount of bookkeeping required with each of these classes, and while barbarian and bloodrager are certainly easier than Witch or Wizard, it would be a lot easier to play a fighter, rogue, or paladin (or antipaladin). Barbarians and bloodragers require a bunch of stat adjustment, while spellcasters require you to write down an exhaustive list of spells you have.

My Self |
Grond wrote:Vince Kim wrote:Fighters are good, there are many different ways to go. People have already made other suggestions in terms of a ranger. A paladin is also a fairly straightforward class that is strong and has some other flavor to it.Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?Paladin can be cool, but I don't feel good recommending it to new players.
1. We don't know if his DM is the kind that stays awake at night salivating over the idea of screwing over Paladins.
2. The alignments and codes are really restrictive. I don't think it's nice to throw someone, brand new, into a game based on "What do you do?" and then having all that initial excitement replaced by having to remember their stupid holy order vows or whatever.
This guy is supposed to be CE. We're not talking Paladins, we're talking Antipaladins.
Which does make the code of conduct deal a lot simpler, even if the code is to be particularly troublesome.

Vince Kim |
ChainsawSam wrote:Grond wrote:Vince Kim wrote:Fighters are good, there are many different ways to go. People have already made other suggestions in terms of a ranger. A paladin is also a fairly straightforward class that is strong and has some other flavor to it.Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?Paladin can be cool, but I don't feel good recommending it to new players.
1. We don't know if his DM is the kind that stays awake at night salivating over the idea of screwing over Paladins.
2. The alignments and codes are really restrictive. I don't think it's nice to throw someone, brand new, into a game based on "What do you do?" and then having all that initial excitement replaced by having to remember their stupid holy order vows or whatever.
This guy is supposed to be CE. We're not talking Paladins, we're talking Antipaladins.
Which does make the code of conduct deal a lot simpler, even if the code is to be particularly troublesome.
I'm not that into chanting if that is what is required of paladins... Paladins aren't my thing as I don't like the picture of being a paladin.

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blackbloodtroll wrote:You know you can't just say that without providing the build ;)Honestly, if I had a chance to play CE, I would try out my Life Oracle/Antipaladin build.
It's only in the thought stage now. I was inspired when I had an argument with a player, who believed that all Life Oracles needed to be good.
Could be a great thread.

ChainsawSam |
My Self wrote:I'm not that into chanting if that is what is required of paladins... Paladins aren't my thing as I don't like the picture of being a paladin.ChainsawSam wrote:Grond wrote:Vince Kim wrote:Fighters are good, there are many different ways to go. People have already made other suggestions in terms of a ranger. A paladin is also a fairly straightforward class that is strong and has some other flavor to it.Grond wrote:If you have never played this game before I highly recommend playing a fighter or a martial class to learn the basics before you try to play a spell caster.Which fighter or martial class should I play from the core class?Paladin can be cool, but I don't feel good recommending it to new players.
1. We don't know if his DM is the kind that stays awake at night salivating over the idea of screwing over Paladins.
2. The alignments and codes are really restrictive. I don't think it's nice to throw someone, brand new, into a game based on "What do you do?" and then having all that initial excitement replaced by having to remember their stupid holy order vows or whatever.
This guy is supposed to be CE. We're not talking Paladins, we're talking Antipaladins.
Which does make the code of conduct deal a lot simpler, even if the code is to be particularly troublesome.
Once upon a time someone asked "What if something was like... the opposite of a Paladin."
Boom! Anti-Paladin.
Which is a terrible name. Just godawful, but it was probably like the early-mid 90s at that point, and we just didn't know any better.
Eventually someone came up with Death Knight, which is a much cooler name, but I guess we just keep Anti-Paladin around for posterity.

Vince Kim |
If it's just scary Half-Orc guy you are looking for, you could just go Barbarian or Bloodrager.
Still, you could be pretty scary as a Witch.
Just like I said though, it will require a bit more paperwork.
There are tricks to make it less overwhelming though.
I'd like to know the tricks :D

My Self |
Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?

Vince Kim |
Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?
1. I have no experience. Nada.
2. We have to look up on our own or ask DM about what we can be.
3. Nothing restriced but DM wants core classes. Luckily, he allowed me SWD.
4. So far, bard, wizard, and maybe barbarian... need 2 more to choose their character
5. I'd like to be a character that can disable and mess around with anyone I want to.

ChainsawSam |
Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?
Way to add a 4th discussion. Jeez.
I still vote Ranger.
I don't know anything about Witches. I consider them bad form. Taking your poor DM's most fun toy to play with, making it useless, and laughing about it every round. Then doing it again every combat. It's poor sportsmanship.
So I think I'm out of here.
Vince, good luck. Have fun.

Vince Kim |
My Self wrote:Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?Way to add a 4th discussion. Jeez.
I still vote Ranger.
I don't know anything about Witches. I consider them bad form. Taking your poor DM's most fun toy to play with, making it useless, and laughing about it every round. Then doing it again every combat. It's poor sportsmanship.
So I think I'm out of here.
Vince, good luck. Have fun.
thank you very much for the replies :D

My Self |
My Self wrote:Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?1. I have no experience. Nada.
2. We have to look up on our own or ask DM about what we can be.
3. Nothing restriced but DM wants core classes. Luckily, he allowed me SWD.
4. So far, bard, wizard, and maybe barbarian... need 2 more to choose their character
5. I'd like to be a character that can disable and mess around with anyone I want to.
Any experience with any other gaming systems? 3.5e, 3.0, AD&D, etc.?
How did you find out about the Scarred Witch Doctor?
Is the game supposed to be a combat exercise or is it really story-centric?
I'd avoid witch if you already have a wizard. While witches are amazing debuffers, you'll be rather squishy and not have a lot of options to deal damage, at all. Your party looks like it could use a divine caster, though divine casters aren't really known to be disablers so much as enablers. A bad touch cleric could be a good debuffer, but won't be anywhere near as powerful at debuffing as a class with hexes. However, a cleric would be much, much better in melee than a witch, hands down.
If this is a first time deal, I'd avoid prepared fullcasters (Witch, wizard, cleric, druid). Prepared casting is a pain and requires a bunch of paperwork.
Surprisingly, Unchained Rogue becomes decent at debuffing and damage once you gain debilitating injury at 4th level and take an archetype that lets you demoralize or sicken.
Are you set on being a caster? Do you want to play a class that can fight melee and cast, or just fight melee, or just cast? I assume you don't want to be an archer.

Vince Kim |
Vince Kim wrote:My Self wrote:Before we get deeper into the 3 separate discussions we already have on this thread, can I ask:
1. How much experience do you have with Pathfinder? First time playing, first time watching, have you read any guides or looked at any builds?
2. What level are you guys?
3. What material is allowed? Are traits allowed?
4. What are your other party members going to be?
5. What sort of character do you want to be?1. I have no experience. Nada.
2. We have to look up on our own or ask DM about what we can be.
3. Nothing restriced but DM wants core classes. Luckily, he allowed me SWD.
4. So far, bard, wizard, and maybe barbarian... need 2 more to choose their character
5. I'd like to be a character that can disable and mess around with anyone I want to.
Any experience with any other gaming systems? 3.5e, 3.0, AD&D, etc.?
How did you find out about the Scarred Witch Doctor?
Is the game supposed to be a combat exercise or is it really story-centric?
I'd avoid witch if you already have a wizard. While witches are amazing debuffers, you'll be rather squishy and not have a lot of options to deal damage, at all. Your party looks like it could use a divine caster, though divine casters aren't really known to be disablers so much as enablers. A bad touch cleric could be a good debuffer, but won't be anywhere near as powerful at debuffing as a class with hexes. However, a cleric would be much, much better in melee than a witch, hands down.
If this is a first time deal, I'd avoid prepared fullcasters (Witch, wizard, cleric, druid). Prepared casting is a pain and requires a bunch of paperwork.
Surprisingly, Unchained Rogue becomes decent at debuffing and damage once you gain debilitating injury at 4th level and take an archetype that lets you demoralize or sicken.
Are you set on being a caster? Do you want to play a class that can fight melee and cast, or just fight melee, or just cast? I assume you don't want to be an archer.
It seems I've decided to take it easier on myself :/
I'm going ranger which hopefully will give me both melee and range. The Spirit Ranger does sound interesting but I'll change the familir with Augury like the comment mentioned by ChainsawsamI'll return to SWD one day -.-

My Self |
Divine Tracker is also a decent Ranger archetype that replaces the animal companion with another useful ability. If you like Warpriest blessings, you could try this archetype.
Remember to ask your DM what favored enemies and favored terrains to pick. If he doesn't give you any ideas, Humanoid (Human), Outsider (Evil) and Magical Beast are all good options.

My Self |
Wild Hunter stacks with Divine Tracker, for a rather neat combo.
That combo also stacks with Trapper, which rids you of spellcasting.
Not really. You'd need a bond, and Divine Tracker kinda gets rid of it for you. At worst, it's an actually incompatible archetype, at best, it's a wasted class feature.
Also, animal focuses are worse than favored enemies if you encounter a lot of the same type of creature.

Doomed Hero |

For a first character ever, you want to go with a class that requires the smallest possible amount of system knowledge and bookkeeping.
Classes that fit that requirement and are still fun to play are:
Ranger
Barbarian
Sorcerer
I highly recommend picking one of those classes. Don't worry too much about archetypes. The basic core classes are still very good.
After you play for a while and see how the other characters in the group work you'll probably have a much better idea of your own play style and what classes suit you.