A Hairy Situation (or Fun Trying to Make a Half-Decent White Haired Witch)


Advice


Alright. Firstly, let me start by saying that I understand White Haired Witch is a kind of garbage archetype. However, I primarily want it due to the flavor aspect, so unless there's a viable alternative that'll allow my character to fight with his hair, please don't tell me not to use it. Also for flavor reasons, he uses Water as his patron and a king crab familiar, and will not use any spells with the fire descriptor. Also, sadly, gestalt isn't an option, or else that's what I'd be using. That being said...

What I'm looking to do is allow my character to use his hair as his main weapon via some multiclassing. While WHW is the inspiration, I'm okay if he has more levels in other classes. What I'm thinking of doing is Witch (White-Haired Witch) 8, Magus (Kensai) 9, Brawler (Strangler) 3. This should hit a few milestones for each. With his Witch levels he'll have a 15 foot reach with his hair and he can use Witch spells up to 4th level (such as Inflict Serious Wounds and Greater Infernal Healing) and patron spells up to Control Water. The Magus levels bring him two Magus Arcana, a bonus feat, Spellstrike, and a number of useful abilities via his archetype (though they depend on him being able to take on his hair as his favored weapon). The levels in Brawler are just enough to allow him to do 2d6 sneak damage with his Strangle ability and pick up Maneuver Training.

The idea behind this is to treat him as mostly support. He can use Spellstrike with Broad Focus. Since Touch of Fatigue is a cantrip, he'd be able to use an attack to fatigue an enemy, and many of the Inflict spells could be used with Spellstrike for additional damage. I could also take Close Range to allow him to Spellstrike with Ray of Frost, Sickening, Enfeeblement, or Exhaustion as well for versatility's sake. Alternately, I could go Natural Spell Combat instead to let him strike with his hair after casting something to enhance his damage or attack. Improved Unarmed Strike, Weapon Finesse, Improved Grapple, and Greater Grapple are all pretty much necessary, and I may choose to go for Rapid Grappler, Improved Natural Attack, and/or Sleeper Hold. Kraken Style and its related feats are tempting, but probably won't be much use since it gives me an extra ability score to worry about (Wisdom). Arcane Strike is tempting, as well are Feral Combat Training and Bleeding Attack, Nightmare Fist, or Pinning Rend.


you should go Shaman and take Witch Hex (Prehensile Hair). This makes Wisdom your attack and damage stat, which synergieses quite well with Monk and/or inquisitor multiclass for absolute SADness.


I was thinking of going with something besides Witch that would use Hexes as a class trait, but I'm not so sure that'd achieve what I want. Prehensile Hair is... well, utter trash compared to White Hair. It has a relatively short duration, does a little less damage, and can't grapple. The whole point of this was to have him use his hair as his weapon.

But then, it is just one point of damage less, I don't think basic encounters would last more than a handful of minutes, and there's little point grappling if the whole point of this is using the hair to deliver touch attacks.

I'll admit, I do like that Shaman are divine spellcasters, since I will no longer need to worry about picking which spells he can learn, and he can wear armor without risking a chance of spell failure since his magic is divine rather than arcane. It also means I don't need the Two-World Magic trait to use Create Water, which is something he originally would have needed to keep his crab familiar alive (since it would die if it stayed out of water for too long).

I'll have to consider going the Shaman route, since it does seem to improve the magical elements I had in mind for him, especially since doing anything with the hair might prove futile. For now I'll keep looking for more ideas, but I appreciate the advice.


Evangelist will give you advancement on all Witch levels/features minus one, but with a higher BAB. Also, you can increase your sneak dice by one with the Accomplished Sneak Attacker feat.


While I'll admit that's an interesting idea, evangelism doesn't really fit my character very well, since he's not very religious. If I did go with it, though, I could feasibly go Witch 2, Magus 3, Brawler 5, Evangelist 10... but I'm not sure.

Bleh. I'm just not seeing a way this is gonna work out how I would like. Either I'll need to make him barely functional for the sake of keeping my core concepts of the character intact, or I can abandon those principles to make him moderately useful. Thing is, if he's not useful, he's not gonna live long, and thus there'll have been no point developing him in the first place. D: Seems like more a personal issue than a gameplay one.

The Exchange

The defiler by Matt involves 2 lvs of white haired witch, the rest hexcrafter magus.

Scarab Sages

I have a friend who has a PFS White-haired witch that is really good. He had to do some Janky stuff to get her there, but the character can just about out-grapple anything. And since SHE isn't grappled while grappling with her hair, it can actually get pretty disgusting. Like: Grapple with hair-Next round, pin with hair (as a move action from greater grapple) and still cast spells (that don't provoke from the grappled dude.) I don't know all the specifics of the character, but here's what I remember.

Gnomish White-haired witch. Worship's Falayna (and has the celestial obedience for the bonus to CMB/CMD)

Early levels, she made ready use of things like Chill touch and Defending bone in combat, allowing her to be up front. She used mage armor and had a mithral buckler so that she had a 0 armor check penalty (so no penalty to attack rolls) and 0 Spell failure.

She eventually got the ability to constrict with her hair (I forgot how, a feat from melee tactics toolbox, I think) which stacked with the White-haired witch's pseudo-constrict.

She picked up all she needed from White-haired witch at 5, and then took a single level of Bloodrager, then went into Eldrich Knight, which upped her BAB (and thus her CMB/CMD)

Her first level feat was improved unarmed strike, then she got improved grapple, greater grapple down the line somewhere . . . etc.

Basically, he purchased everything he could to buff the ever-loving crap out of his cmb/cmd. Dusty Rose Ioun stone in a wayfinder, there was an enchantment somewhere that she got . . . Amulet of Magic fang (or mighty fists, or whichever one adds to your hair's natural attacks/damage.)

Character was pretty strong by level 10. Out-grappled a Devilfish at 5, A large Magma Elemental at 7, and A Tetori Monk one level higher than her at 10.


Now see, that could actually work for me, Vamp. One of the major things I want from him is the range for his hair, and if I take Witch (WHW) 5, that'll be just enough to give him 10 feet of range (so he's basically using a reach weapon that can hit adjacent squares too), and while that's not quite on par with the 30 feet he'd get at 20th, it's better than nothing, and if I read the rules for grappling right, anything he successfully grapples with his hair should be pulled directly next to him anyway (though, considering the Pull ability is a thing, that may not be the case). I was planning to take no less than Magus 3 regardless to allow for a Spellstrike and a Magus Arcana, which gives me the martial weapons requirements to start leveling Eldritch Knight.

I also like the idea of Hexcrafter as his Magus archetype because it gives his Spellstrike the ability to use spells with the curse descriptor (assuming I take Extra Arcana as a feat to allow for both Accursed Strike and Broad Magic), which can be incredible considering he's going to have a pretty high level of Witch casting potential via Eldritch Knight's Diverse Training (and thus will be capable of using some good curse spells without needing to apply Diverse Training to Magus levels, which don't have as many touch attacks that I'm interested in). Also, going through the spells that have that descriptor makes me want to have him focus strongly on them as well. Only downside is it'll be more difficult for him to learn these spells, since he won't get them in the course of leveling Eldritch Knight.

I like the 10th level class feature for eldritch knight too. It jibes really well with Spellstrike, as it'd allow me to chain two Spellstrikes in a row if the first is a critical and I don't take my swift action to Constrict or Trip.

I'll absolutely need to do more research into what items he'll need. The Amulet of Mighty Fists seems like it'd be pretty useful. There's a lot of weapon special abilities that can add damage, it seems, and if my guess is right that damage can be applied to the WHW Constrict action. There's also things like nullifying that could help him get through high levels of spell resistance with his Spellstrikes. Not sure if throwing would increase the range on his hair, but it could solve my problem of losing some of the hair's range, too.

Scarab Sages

Onyx Tanuki wrote:

Now see, that could actually work for me, Vamp. One of the major things I want from him is the range for his hair, and if I take Witch (WHW) 5, that'll be just enough to give him 10 feet of range (so he's basically using a reach weapon that can hit adjacent squares too), and while that's not quite on par with the 30 feet he'd get at 20th, it's better than nothing, and if I read the rules for grappling right, anything he successfully grapples with his hair should be pulled directly next to him anyway (though, considering the Pull ability is a thing, that may not be the case). I was planning to take no less than Magus 3 regardless to allow for a Spellstrike and a Magus Arcana, which gives me the martial weapons requirements to start leveling Eldritch Knight.

I also like the idea of Hexcrafter as his Magus archetype because it gives his Spellstrike the ability to use spells with the curse descriptor (assuming I take Extra Arcana as a feat to allow for both Accursed Strike and Broad Magic), which can be incredible considering he's going to have a pretty high level of Witch casting potential via Eldritch Knight's Diverse Training (and thus will be capable of using some good curse spells without needing to apply Diverse Training to Magus levels, which don't have as many touch attacks that I'm interested in). Also, going through the spells that have that descriptor makes me want to have him focus strongly on them as well. Only downside is it'll be more difficult for him to learn these spells, since he won't get them in the course of leveling Eldritch Knight.

I like the 10th level class feature for eldritch knight too. It jibes really well with Spellstrike, as it'd allow me to chain two Spellstrikes in a row if the first is a critical and I don't take my swift action to Constrict or Trip.

I'll absolutely need to do more research into what items he'll need. The Amulet of Mighty Fists seems like it'd be pretty useful. There's a lot of weapon special abilities that can add damage, it seems, and if my guess is...

Couple issues. First one is that it is . . . a toss up if you can use Magus spells with natural attacks. Some say yes, some say no (because of the existence of the natural spell arcana that expressly lets you do it, it does some other stuff too . . .) Secondly you can only spellcombat with spells that are on the magus spell list . . . which is super weird. That means that your witch can, say, use the chill touch witch spell with spell combat, but not her cure light wounds spell (if fighting undead)

Also, you are correct, an oft-forgotten rule of grappling is that you automaticall pull the creature adjacent, which is why certain abilities (like the hair-pull thing) DON'T WORK. It's never been addressed as far as I know, though I have seen it with other abilities (particularly monster abilities.) They will say things like "As part of the grapple, it may pull the creature adjacent" which doesn't make sense if it HAS to pull the creature adjacent.

The Exchange

When natural attacks hit, they discharge charges like frostbite and chill touch. If it made you happy you could cast frostbite first, turn into a 4 armed gargoyle, then bite, claw x4 on a full attack. Each hit would discharge a charge of frostbite.

http://paizo.com/threads/rzs2q4wa&page=4?Somehow-this-Faq-made-Spell-Co mbat-more#187

"Spell combat uses hands (a natural weapon that's part of that hand qualifies). There ya go." by SKR

Hair works for spellcombat! Actually, the spells must be what the magus has prepared to spellcombat with, not the witch.


I'll be honest, I completely forgot about spell combat, as it's not something I was especially concerned with. From what I can tell, he likely wouldn't be able to do it if he's using his hair for his attack; he has to be wielding the weapon in one hand, and unless he's grabbing his hair and using it as a whip (which, if possible at all, is an entirely different mechanic than I'd intended), his hair probably isn't considered to be wielded, and it especially isn't being wielded in his hand.

But then, if that's the case, that could ruin spellstrike for me. It too states that I make a free attack with a light or one-handed weapon I'm wielding. While it doesn't specify that it has to be in a hand, that is an important distinction. Probably a matter of semantics though; I don't think most DMs would have much problem with assuming I'm wielding my hair as a weapon, especially if that's the entire schtick for the archetype. Really, this only affects whether I need to use one of my bonus feats to grab natural spell combat or if I'll be fine with just accursed strike and broad study.

Also, I just realized, that means I've got a pretty strict level limit here. Witch 4, Magus 6, Eldritch Knight 10. Thankfully I'll still get a decently high spell caster level this way (no less than 10th, maybe 20th if Eldritch Knight counts as a caster class, with the spell slots of a 13th level Witch and a 6th level Magus), and I don't think I'm losing anything by taking one less Witch level (4th is when he gains his hair range increment, and since Magus is a caster class, he's still hitting the CL needed to qualify for Eldritch Knight). This also means he's picking up at least one hex guaranteed, and can either skip the Extra Arcana to pick one up at 6th or can just pick up a second hex and use Extra Arcana as a bonus feat. Counting the feats gained at levels, as a Magus, and as an Eldritch Knight, that means he's getting an extra four feats on top of his ten general feats, which is nice. I could even use the Magus bonus feat to pick up Craft Wondrous Item, easing the cost for those much-desired Dusty Rose Prisms and possible enabling him to make a wayfinder to socket them into, too.

Well, regardless, this actually expands my options, if only slightly, as it'll allow my dude to wield a 1H or light weapon in his hand, or deliver attacks with one fist while using spell combat (keeping in mind his fist counts as wielded, since he's going to have Improved Unarmed Strike to qualify for his grappling feats), which means I could potentially cast twice and attack three times in a round: first with my fists/weapon via spell combat, then mt spell combat spell and an attack via spellstrike, and if any of those attacks is a critical, once more with a second spellstrike spell. Of course this eats up every action I can take aside from a 5 foot step and whatever other free actions I can fit in, but it's still a possibility if I think I can kill a foe and am willing to bank on the chance of getting a critical hit. The more likely course of action I'd take is just delivering a single spell and attack via spellstrike and using my move action via great grappler to maintain my grapple. I do like that it's looking more like not only will I at least have a somewhat functional character, but that he's not going to be a "keep mashing the A button" type of character in battles, where he'd just have to use the exact same moves over and over and over again.

Regarding Pull, it's not entirely useless. To this build it is, yes, but if someone goes to 8th or higher in WHW (or can grapple from 15+ feet away by any other means), it could be used to draw an enemy closer with an attack if the player chooses not to grapple. It'd be a rare case, but if the enemy is 15 feet away, one could use Pull to get them in a 10 foot range, but not use a grapple and thus pull them into an adjacent square. This could work for a witch wielding a regular reach weapon against an enemy without a reach weapon, or if he's trying to pull the enemy into a position where it'd be flanked, or maybe drag it onto difficult terrain or over a trap. It is, however, incredibly situational, as it may be better to use that swift action to constrict or for a quickened spell. I was also thinking, maybe the "pulls grappled target into an adjacent square" only counts with a traditional grapple for a Large or larger creature, since they could grapple something 10 feet away. But then, if it's meant to deal with creatures that have extended range because of size, why wouldn't that feature of grappling apply to creatures whose range is extended for other reasons as well, such as WHW's hair or an Abberant Bloodrager's added reach?

Just a Mort, the hair isn't a hand-associated attack; it's basically an improved version of the Prehensile Hair hex, so it kinda just moves on its own, not being gripped in my dude's hands to be used like a whip (although that could be an interesting concept if someone could wrap a spiked chain or bladed scarf into a really long braided ponytail). I could deliver unarmed strikes, claw swipes, or nails if I pick that up as my bonus hex from the Hexcrafter archetype, since all of those are hand-associated natural weapons, but to be able to use a natural weapon that isn't associated with my hands, such as the bite my character's race gives him or the hair attack from the WHW archetype, he'd need to pick up Natural Spell Combat once for each natural attack, meaning I'd be using two feats for Extra Arcana. Quite frankly, I don't think it's worth it, since I'm picking up Improved Unarmed Strike anyway, so I could use either my bare fist or a dagger with spell combat.

Oh! This actually reminds me, there was something I was curious about regarding the amulet. If I got one with the Throwing feature, could that be used with my hair and fists? I'm assuming not, since they can't actually be thrown (unless said hair is a bladed scarf disguised as a weave or wig, which is another interesting and hilarious concept but not one that applies here), but I wanted to ask to be sure. Even if so, I'd be more likely to want two different elemental burst traits or possibly wounding or lifesurge, but still.


Oh, change to above: it looks like I need to go Witch 5 and Magus 5 or Witch 6 and Magus 4 if I want to qualify for Eldritch Knight. I was wondering why that fifth level of Witch was necessary. This doesn't change that much; it just means he needs to take all five levels in both classes before he qualifies for Broad Study, meaning he won't get it until 11th level. Considering that's going to be a pretty decent damage jump for him (since he's then going to be able to use his Inflict spells with Spellstrike as a result), that's going to be a pretty major milestone for him. Still, I'm not 100% pleased about it. The only purpose to going 5/5 instead of 6/4 I think will be that bonus feat Magus gets at 5th, which I planned to use for Craft Wondrous Item, otherwise I'd probably go 6/4. I'm also sacrificing the Water Breathing spell from his patron, but oh well.

Still, this doesn't completely mess him up for early- to mid-game development. Magus still has Chill Touch, which is going to be his bread-and-butter spell until he can nab Broad Study, alongside Corrosive Touch and Shocking Grasp (and I would assume that he could still deliver it even if he uses a prepared Witch spell for Chill Touch, since it's on the Magus spell list regardless). The addition of Ill Omen and Mathematical Curse as Magus spells from the Hexcrafter archetype help a bit, as well as his ability to deliver them via spellstrikes at Magus 4.


First you need to agree with your GM how to calculate attack and damage rolls, cmb and cmd, because the archetpe does not provide clear answers to that.

The Exchange

Agree on your point the hair from white haired witch might not be associated with a hand, as it misses out the text that is in prehensile hair. It is also the reason why the defiler only uses a 2 lv dip into white haired witch, combat effectiveness comes from use of prehensile hair hex.


Casual Viking wrote:
First you need to agree with your GM how to calculate attack and damage rolls, cmb and cmd, because the archetpe does not provide clear answers to that.

I'd assumed that, because it's a melee attack, his hair uses Str for attack rolls (or Dex if I take Weapon Finesse). I would wager that damage only uses Int, and CMB/CMD use the same ability scores they'd normally use unless I'm specifically using CMB for a grapple with the hair (or a trip if I so choose).

That is something I should ask about. For example, if he uses his hair for climbing rather than his limbs, would he use Int instead of Str as the ability score for that skill? Or is it assumed that his hair is only good for battling and mundane tasks, but not for strenuous non-battle activities?

Just a Mort wrote:
Agree on your point the hair from white haired witch might not be associated with a hand, as it misses out the text that is in prehensile hair. It is also the reason why the defiler only uses a 2 lv dip into white haired witch, combat effectiveness comes from use of prehensile hair hex.

I went ahead and took a look, and... eh. I'm not completely sold on the defiler build. Aside from the fact that my character's race has a natural attack built in (which would reduce the damage to using Int instead of 1.5*Int, assuming that mechanic comes into play at all) it also blocks me from taking Improved Unarmed Attack, and by extension all of the grappling feats I had planned on taking. I'm also a bit confused as to how Prehensile Hair helps when you already have White Hair, aside from giving you more range at the cost of a little damage. Not going to deny its effectiveness, but I'm more interested in raw damage, which I'll get by spellstriking inflict and cure spells, which I can't do until I can use Broad Study to deliver Witch spells via spellstrike. I do like the idea of using Power Attack to increase damage from Constrict, though, as well as adding Cornugon Smash to intimidate with Power Attack damage, though, so I might incorporate that into my build.


Alrighty. Slowly refining what I want out of this dude. I've already decided on a Witch 5, Magus 5, Eldritch Knight 10 build, I'm mostly just struggling on which feats to take later on during his EK leveling. I really want to be able to use Hex Strike for him, since it'd mesh incredibly well with this build (especially with Malice), but considering that Hexcrafter doesn't technically get the hex class feature, and WHW removes it from the Witch class entirely, it seems that's just a dream and I'm gonna be stuck applying Evil Eye hexes the old-fashioned way. Split Hex is another feat I'm considering, but the way the build is coming out, it seems like he'll be more focused on handling individual enemies... but then he could viably take on two weaker enemies simultaneously this way.

Other feats I'm considering include:
- Weapon Focus and its ilk (pretty obviously to improve attack rolls and possibly damage with grapples and/or hair)
- Spell Focus - Necromancy and its related feats (since the majority of spells I'm interested in using for his combat are necromancy spells)
- Bleeding Attack and Feral Combat Training - Hair (to stack bleeds on with his hair strikes)
- Power Attack, Cornugon Smash, and Hurtful (attack, demoralize, attack again)
- Vital Strike, Improved Vital Strike, Devastating Strike (Gives me an extra 2 or 4 damage on my Vital Strike attacks and can possibly help circumvent higher levels of DR by piling attack damage on in one huge lump rather than several weaker hits)

I'll add on my build so far in a bit.

The Exchange

Split hex requires 10 lvs of witch specifically. Hexcrafter won't cut it. If your int is decent, magus arcana arcane accuracy you may want to look into it. Feral combat training - what for? To hex strike with hair?

Note that it is still questionable if hexcrafters can take hex strike as they don't have hex class feature, if your GM says go for it, then go ahead.


Just a Mort wrote:

Split hex requires 10 lvs of witch specifically. Hexcrafter won't cut it. If your int is decent, magus arcana arcane accuracy you may want to look into it. Feral combat training - what for? To hex strike with hair?

Note that it is still questionable if hexcrafters can take hex strike as they don't have hex class feature, if your GM says go for it, then go ahead.

Hexcrafter won't cut it because it doesn't give me Witch levels. Eldritch Knight's Diverse Training does, though, at least in the sense of qualifying for feats (as it would for anything that requires any arcane caster levels). Since I'm capping both of my primary classes out at 5, I'll need 5 levels in EK to grab Split Hex, but it is possible. What makes it questionable is if it'd be worthwhile taking it so late.

And yes, the feral combat training would mostly be to allow me to hex strike or apply bleeding attack with the hair. Otherwise I'd have to do so with my fists. I was thinking of having him use either a scimitar, nodachi, or falchion (mostly for their high crit threat range, so I have the potential to get critical hits on my touch attacks applied via spellstrike), and obviously neither hex strike nor bleeding attack will work if I'm using a manufactured weapon. It may not necessarily be worth it to pick the feat up since I'm more than likely going to Evil Eye on one round then start attacking on the next, but if I choose to forgo a weapon, it's going to make things a lot easier on me since I will never have to waste one of Evil Eye's rounds waiting until I can attack again.

That said, I do have a question that came to mind that may affect how my leveling progression goes here: would Diverse Training allow me to meet level requirements for Magus Arcana? I would think it should, but the text specifically mentions it applying to feats. If it doesn't, that means I'll need to go at least 6 levels in Magus so I can grab Broad Study, since being able to use Witch spells with Spellstrike is a key factor for the idea I have in mind.

The Familiar magus arcana is something I was thinking about too that may or may not be worth a feat slot to Extra Arcana. I have no plans to have my familiar leave my person, but it would be helpful for my familiar to be 10th level rather than 5th.


Should probably add a few more questions that'd be relavent to this build while they're in my mind:

- If I have learned a spell from one class, can I prepare it with another class (such as learning Chill Touch as a Witch and preparing it as a Magus spell)?
- If I cast Blood Transcription, can I only learn a spell from the class I cast it from, or from any spell list I have access to (for example, could I learn Inflict Serious Wounds if I can cast 4th level Witch spells and I use Blood Transcription from my prepared Magus spells)?
- If I pick up the Familiar magus arcana while I have Witch levels, would I be able to have my familiar know my Magus spells, or would they still have to be stored in my Magus spellbook?


VampByDay wrote:

I have a friend who has a PFS White-haired witch that is really good. He had to do some Janky stuff to get her there, but the character can just about out-grapple anything. And since SHE isn't grappled while grappling with her hair, it can actually get pretty disgusting. Like: Grapple with hair-Next round, pin with hair (as a move action from greater grapple) and still cast spells (that don't provoke from the grappled dude.) I don't know all the specifics of the character, but here's what I remember.

Gnomish White-haired witch. Worship's Falayna (and has the celestial obedience for the bonus to CMB/CMD)

Early levels, she made ready use of things like Chill touch and Defending bone in combat, allowing her to be up front. She used mage armor and had a mithral buckler so that she had a 0 armor check penalty (so no penalty to attack rolls) and 0 Spell failure.

She eventually got the ability to constrict with her hair (I forgot how, a feat from melee tactics toolbox, I think) which stacked with the White-haired witch's pseudo-constrict.

She picked up all she needed from White-haired witch at 5, and then took a single level of Bloodrager, then went into Eldrich Knight, which upped her BAB (and thus her CMB/CMD)

Her first level feat was improved unarmed strike, then she got improved grapple, greater grapple down the line somewhere . . . etc.

Basically, he purchased everything he could to buff the ever-loving crap out of his cmb/cmd. Dusty Rose Ioun stone in a wayfinder, there was an enchantment somewhere that she got . . . Amulet of Magic fang (or mighty fists, or whichever one adds to your hair's natural attacks/damage.)

Character was pretty strong by level 10. Out-grappled a Devilfish at 5, A large Magma Elemental at 7, and A Tetori Monk one level higher than her at 10.

I don't see how this character can stack enough bonuses to really do well at grappling. Maybe with spells somehow (they fix everything).

But stuff gets godzilla sized as you level, so unless you are facing a rival adventure party or something, I don't see how it works.

The Exchange

I think you will need to write the chill touch from your memory into your magus spell book, then you can prepare as magus.
Not sure about 2nd point.
Magus spells are stored in magus spellbooks, period.
Diverse training does not apply to magus arcana.


Just a Mort wrote:

I think you will need to write the chill touch from your memory into your magus spell book, then you can prepare as magus.

Not sure about 2nd point.
Magus spells are stored in magus spellbooks, period.
Diverse training does not apply to magus arcana.

Aight. That means I have to rework my build a little from what I'd planned. I can't go less than Witch 5 and Magus 6, which means I can't cap Eldritch Knight (and therefor can't nab Spell Critical). Unless of course there's some means to get 3rd level spells without taking Witch 5 (besides taking more Magus levels, which I'd need way too many to make my hair even remotely useful).

One possibility is I could take Armed Touch, which basically gives you Spellstrike, and that would allow me to go Witch 8 Magus 1, but then my BAB will take so much of a hit that I'd still need to take two levels in a high-BAB class (such as Fighter, Brawler, or Ranger), and I miss out on the magus arcana that lets me deliver [curse] descriptor spells from Hexcrafter (although that's not a huge loss sine most of the curses I'd take are on the Witch spell list anyway), and I still only get Eldritch Knight 9. If I abandon Magus completely and go with Witch 8 and two of a high-BAB class that has access to all martial weapons (limiting my base/core/hybrid options to Barbarian, Fighter, Paladin, Ranger, Cavalier, Gunslinger, Antipaladin, Bloodrager, Slayer, and Swashbuckler), I do get the spell and BAB requirements covered (and more than likely the martial weapon proficiency as well) but I'd be trading Spell Combat out for some other feature, and I'm not sure how well that'd go. Unlike Spellstrike, I haven't seen any feats that would perfectly simulate Spell Combat. The closest there is seems to be Battlecaster, and while that does give me what I want to a degree, it means I'm limited to casting after my attack, so I can't, say, apply more than one Chill Touch charge, or start off with a Spellstrike and follow it up with a full attack. I also lose the use of Evil Eye (or any Hex at all, in fact) and the Malice Magus Arcana (which would have otherwise contributed an extra 2d6 to each of my attacks against a hexed target), which sucks really bad, so I'll need to figure a means to replace that lost damage. Of course, all this is assuming my GM would allow 3rd party feats; he's already said no to 3rd party classes, but only a small handful of them appeal to me anyway. There's also the possibility that Battlecaster, as written, might not allow me to melee attack via Armed Touch, so that's something I'd need confirmation on.

Now. Assuming I do go along with the plan of Witch 8 [BAB class] 2 to reach Eldritch Knight and my GM allows me to take 3rd party feats, I'm still left with a pretty decent slew of options, but several of them don't especially appeal to me from a flavor standpoint, and others just don't mesh well with what I'm trying to do. Here's what I've got:

Barbarian - While I do like that d12 hit die, Uncanny Dodge, and Fast Movement, the Rage feature is completely detrimental to me. I need to be able to cast spells to do anything with this build, and Rage disallows it. This one's out.
Fighter - Those two bonus feats could be useful, since even with EK's bonus feats I'm struggling a little to fit in all that I want. I don't get anything that useful otherwise though, but at least nothing is detrimental either.
Paladin - Eh. I do like the at-will Detect Evil and I especially like Divine Grace, but Lay On Hands isn't going to be too useful later with only two Paladin levels, and the character I'm using isn't exactly the lawful type. If I could get a homerule to eliminate the alignment requirement this'd be good, but I wouldn't expect it, and there's still plenty of other options that don't restrict my alignment.
Ranger - Favored Enemy could be useful, especially if I take my Ranger levels later in the campaign when I have a decent idea what kinds of enemies I'm going to be facing more often than not. The rest is... eh. Nothing I could get from Combat Style appeals much to me.
Cavalier - Challenge could be really useful to him, particularly for more challenging enemies, and while I'd have to go through the Orders, I'm sure more than a few could be useful to the play style I'm going for. The mount isn't too useful for combat with only two levels, but it's not hurting me any.
Gunslinger - The only thing of use here is Nimble, since I have no plans to use a firearm. Next.
Antipaladin - Same story as Paladin. Smite Good is slightly useful, but knowing the GM, we're more likely to be fighting neutral and evil enemies. And besides that, it's got the same problem of locking me into one specific alignment that I don't think my character fits.
Bloodrager - Same as the Barbarian. He's only useful for Uncanny Dodge and Fast Movement. Skip this one.
Slayer - This one actually seems like it's worth a two-level dip. Studied Target seems much more useful than the Ranger's Favored Enemy since I could easily study whichever targets I please rather than being locked down to one type of enemy, and several of the Slayer Talents could prove useful.
Swashbuckler - This could be useful, if I can use his hair as a piercing weapon and keep my character equipped with a rapier. Still, the 1st level Deeds are meh, and I'm not completely sure I wanna run Dex over Str. Charmed Life is cool, though, but since Cha isn't a stat I'm focused on... meh.

Right now it looks like the top contenders would be a Lore Warden Fighter, Yakuza-Bushi Fighter, Inspiring Commander Cavalier with the Order of the Sea, Cleaner Slayer, or Grave Warden Slayer.

The Fighters are the top of my list, since the former grants me a bonus feat I need without losing the two bonus feats I'd get from taking the archetype, and the latter grants me access to a katana and wakizashi and a nice Initiative boost. Also both archetypes get two extra skill ranks, and while Loremaster's extra ranks are limited to Int skills, I'd be applying them to such skills anyway, more than likely.

The Cavalier is there mostly due to the bonuses from his archetype and order. The archetype grants him an Ex version of Inspire Courage and a teamwork feat he can share with nearby allies once per day for 3 rounds. While he loses his mount for this, his Order gives him an attack roll boost when he's unmounted, making it perfect for Cavalier archetypes that give up their mounts (and since it's an untyped bonus it stacks with the morale bonus from Inspire Courage).

The Slayers are actually at the bottom here because, while their Studied Target is useful, I didn't see any archetypes that had an especially useful bonus. Cleaner's adding Deceitful as a bonus feat is alright, but not really the best. Grave Warden works okay since, with Create Water as a cantrip via Two-World Magic and Bless/Curse Water from his Patron, he can be a Holy Water factory, allowing him to make liberal use of Holy Water Sprinkler.


Something to watch out for with the Prehensile Hair Hex: Activation is a standard, not free, so you waste a round getting ready to fight.

/cevah


Cevah wrote:

Something to watch out for with the Prehensile Hair Hex: Activation is a standard, not free, so you waste a round getting ready to fight.

/cevah

That's another of the reasons I'm avoiding it in favor of using the White Haired Witch archetype. White Hair is always on.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I like white haired witch + Kensai magus, choose hair as your weapon.

This gives you Int to hit, damage and as your magus level scales AC.

Grab the arcana that lets you use your magus level instead of BAB for grapple. Get arcane accuracy.

Take the crab familiar for grapple bonus

Now you get Magus level + 1/2 witch level + Int x2 + 3 to grapple for an arcane pool point. Had a build that was a better grappler than a Tetori with the pool point. Also gets access to Dispel magic to hit those pesky freedom of movement buffs.


Taenia wrote:

I like white haired witch + Kensai magus, choose hair as your weapon.

This gives you Int to hit, damage and as your magus level scales AC.

Grab the arcana that lets you use your magus level instead of BAB for grapple. Get arcane accuracy.

Take the crab familiar for grapple bonus

Now you get Magus level + 1/2 witch level + Int x2 + 3 to grapple for an arcane pool point. Had a build that was a better grappler than a Tetori with the pool point. Also gets access to Dispel magic to hit those pesky freedom of movement buffs.

I'm actually not entirely sure that works. Admittedly I was initially considering Kensai, but because the hair is a natural weapon, I don't believe it applies. Rather, anything the references "the Kensai's chosen weapon" would go with the single martial/exotic weapon he chooses to be proficient in to begin with.

If my DM does let me take my hair as a favored weapon, then Kensai gets taken over Eldritch Knight, most likely Witch 8 Magus 12. I can take a magus arcana to replace Spell Critical, but I'm losing the Evil Eye hex and Malice magus arcana I would have taken as a Hexcrafter, as well as about 5 levels' worth of Witch spells versus my Witch 5/Magus 6/EK 9 build, and 9 levels' worth from the Witch 8/Fighter 2/EK 10 build (cutting off access to any magic above 4th level (which include Cure/Inflict Critical Wounds, Spellsteal, Siphon Magic amongst the 5th level spells that'd be most useful). This does give me more range versus the first build, though, as well as my hair grapples helping me handle spellcasters a bit better. I'd have to lay everything out to figure if this is all going to cut my damage that drastically, since Witch still gets Inflict Serious Wounds at 4th level.

So yeah, that means there's three potential builds right now: Witch 5/Magus 6/EK 9, Witch 8/Fighter 2/EK 10 (if the DM lets me take 3rd party feats), and Witch 8/Magus 12 (if the DM lets me take hair as the Kensai's chosen weapon). Oof.


Okay, figured it was time for an update. Got a build worked out for him. Of course a lot of the numbers could well be off, as I'm not taking bonuses from anything equipped into account. Stat priority is Int > Str > Dex/Con > Cha > Wis; Int ensures more spells, more power behind said spells, more hair damage, better CMB when grappling with hair, and may apply to the hair's attack rolls as well, while Str applies to his raw weapon damage, melee attack rolls, and hair attack rolls if Int isn't used for it. Dex and Con are equally useful for survival (increases in AC versus increases in HP), while Wis and Cha are only useful for his skills (though because of a mechanic I pick up later in his development, Cha outshines Wis just a little bit).

One thing that helped out a lot is that my DM suggested some feats from 3.5 to be used. One of them helps me handle the relatively short range of my hair compared to one that takes White Haired Witch to higher levels, one takes advantage of my heavy use of necromancy spells, and one mitigates the loss of CL due to multiclassing into three classes. I don't have the skills completely settled just yet, but I know I'll be going full 20 in Intimidate, Sense Motive, Spellcraft, and Craft for whatever allows me to make wayfinders and/or ioun stones (assuming those aren't Spellcraft; honestly I'm not entirely sure on that).

Anyway, here's how things are expected to go (note that the 3.5 feats, taken at 5th, 7th, and 15th levels, are linked):

Spoiler:
--0th level--

Race - Dogfolk (DM-approved homebrew)

Alignment - Chaotic Good

-Traits-
Two-World Magic - Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Diver - You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Bastard - You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Burned - You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

-Racial Features-
Ability Score bonus - +2 Wis, +2 Cha
Low-Light Vision - In dim light, dogfolk can see twice as far as humans.
Eternal Hope - Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, dogfolk may reroll and use the second result.
Comprehensive - Dogfolk receive a +2 racial bonus on Sense Motive and Survival checks.
Bite - Dogfolk have a strong and developed bite, and can use it to make an attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.

-Ability Scores-
Strength - 14 (2 mod)
Dexterity - 14 (2 mod)
Constitution - 14 (2 mod)
Intellect - 17 (3 mod)
Wisdom - 11 (+2) (1 mod)
Charisma - 12 (+2) (2 mod)

-Favored Class: Magus

--1st--
Witch (White-Haired Witch) 1
HP - 9
BAB - +0
F/R/W Saves - +0/+0/+2
Skill Ranks - 5

Familiar - King Crab (Lufien): Master gains a +2 bonus on CMB checks to start and maintain a grapple

Patron - Water

White Hair - A white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition. The hair cannot be sundered or attacked as a separate creature.

-Magic-
Witch S/D - 3|2
Witch Spells (CL 1) - All Witch cantrips, Create Water, Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse

Bonus Feat - Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

--2rd--
Witch 1, Magus (Hexcrafter) 1
FCB - HP
HP - 12 + 1d8 (13-20)
BAB - +0
F/R/W Saves - +2/+0/+4
Skill Ranks - 5
Arcane Pool - 4

Arcane Pool - The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat - A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

-Magic-
Witch S/D - 3|2
Magus S/D - 3|2
Witch Spells (CL 1) - All Witch cantrips, Create Water, Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 1) - All Magus cantrips, Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Obscuring Mist, True Strike, Wave Shield

--3rd--
Witch 1, Magus 2
FCB - HP
HP - 15 + 2d8 (17-31)
BAB - +1
F/R/W Saves - +3/+0/+5
Skill Ranks - 5
Arcane Pool - 4

Spellstrike - Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

-Magic-
Witch S/D - 3|2
Magus S/D - 4|3
Witch Spells (CL 1) - All Witch cantrips, Create Water, Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 2) - All Magus cantrips, Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Hydraulic Push, Obscuring Mist, Shocking Grasp, True Strike, Wave Shield

Bonus Feat - Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

--4th--
Witch 1, Magus 3
FCB - HP
HP - 18 + 3d8 (21-42)
BAB - +2
F/R/W Saves - +3/+1/+5
Bonus Ability Score - Int (18, 4 mod)
Skill Ranks - 6
Arcane Pool - 5

-Magic-
Witch S/D - 3|2
Magus S/D - 4|4
Witch Spells (CL 1) - All Witch cantrips, Create Water, Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 3) - All Magus cantrips, Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Hydraulic Push, Lock Gaze, Mirror Strike, Obscuring Mist, Shocking Grasp, True Strike, Wave Shield

Magus Arcana - Accursed Strike: A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

--5th--
Witch 1, Magus 4
FCB - HP
HP - 21 + 4d8 (25-53)
BAB - +3
F/R/W Saves - +4/+1/+6
Skill Ranks - 6
Arcane Pool - 6

-Magic-
Witch S/D - 3|2
Magus S/D - 4|4/2
Witch Spells (CL 5) - All Witch cantrips, Create Water; Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 4) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Grease, Hydraulic Push, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Animal Aspect

Magus Hex - Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

Bonus Feat - Practiced Spellcaster (Witch): Your witch caster level increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

--6th--
Witch 1, Magus 5
FCB - HP
HP - 24 + 5d8 (29-64)
BAB - +3
F/R/W Saves - +4/+1/+6
Skill Ranks - 6
Arcane Pool - 6

Arcane Pool - These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

-Magic-
Witch S/D - 3|2
Magus S/D - 4|5/3
Witch Spells (CL 5) - All Witch cantrips, Create Water; Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 5) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Floating Disk, Frostbite, Grease, Hydraulic Push, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Frigid Touch

Bonus Feat - Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

--7th--
Witch 1, Magus 6
FCB - HP
HP - 27 + 6d8 (33-75)
BAB - +4
F/R/W Saves - +5/+2/+7
Skill Ranks - 6
Arcane Pool - 7

-Magic-
Witch S/D - 3|2
Magus S/D - 5|5/4
Witch Spells (CL 5) - All Witch cantrips, Create Water; Air Bubble, Cure Light Wounds, Infernal Healing, Inflict Light Wounds, Mage Armor, Undine's Curse
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Enlarge Supernatural Ability: Once per day, you can enlarge a supernatural ability. When you use an enlarged supernatural ability, its range increases by 100%. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can only be enlarged for 1 round. Enlarging a supernatural ability does not require a separate action. This feat does not affect the length of a line or a cone, the diameter of an emanation (such as a gaze attack or frightful presence), or the range of any supetnatural ability not defined by distance.

Magus Arcana - Broad Study (Witch): The magus can use his spellstrike and spell combat abilities while casting or using spells from the witch spell list. This does not allow him to cast arcane spells from that witch spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components.

--8th--
Witch 2, Magus 6
HP - 29 + 1d6 + 6d8 (36-83)
BAB - +5
F/R/W Saves - +5/+2/+8
Bonus Ability Score - Int (19, 4 mod)
Skill Ranks - 6
Arcane Pool - 7

Constrict - When the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.

-Magic-
Witch S/D - 4|3
Magus S/D - 5|5/4
Witch Spells (CL 6) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Undine's Curse
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

--9th--
Witch 3, Magus 6
HP - 31 + 2d6 + 6d8 (39-91)
BAB - +5
F/R/W Saves - +6/+3/+8
Skill Ranks - 6
Arcane Pool - 7

-Magic-
Witch S/D - 4|3/2
Magus S/D - 5|5/4
Witch Spells (CL 7) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Summon Monster, Undine's Curse; Inflict Moderate Wounds, Touch of Idiocy
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Extra Arcana (Malice): A hexcrafter magus’s attacks are enhanced by the spiteful link between her and her opponent. Her melee attacks deal +2d6 damage to any opponent that is currently under the effects of one of her hexes.

--10th--
Witch 4, Magus 6
HP - 33 + 3d6 + 6d8 (42-99)
BAB - +6
F/R/W Saves - +6/+3/+9
Skill Ranks - 6
Arcane Pool - 7

White Hair - A white-haired witch’s hair adds 5 feet to its reach.

Trip - A white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action.

-Magic-
Witch S/D - 4|4/3
Magus S/D - 5|5/4
Witch Spells (CL 8) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Cure Moderate Wounds, Inflict Moderate Wounds, Touch of Bloodletting, Touch of Idiocy
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

--11th--
Witch 5, Magus 6
HP - 35 + 4d6 + 6d8 (45-107)
BAB - +6
F/R/W Saves - +6/+3/+9
Skill Ranks - 6
Arcane Pool - 7

-Magic-
Witch S/D - 4|4/3/2
Magus S/D - 5|5/4
Witch Spells (CL 9) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

--12th--
Witch 5, Magus 6, Eldritch Knight 1
HP - 37 + 4d6 + 6d8 + 1d10 (48-119)
BAB - +7
F/R/W Saves - +7/+3/+9
Bonus Ability Score - Int (20, 5 mod)
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 1, Witch 6, Magus 7

-Magic-
Witch S/D - 4|5/3/2
Magus S/D - 5|5/4
Witch Spells (CL 9) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

--13th--
Witch 5, Magus 6, Eldritch Knight 2
HP - 39 + 4d6 + 6d8 + 2d10 (51-131)
BAB - +8
F/R/W Saves - +7/+4/+10
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 2, Witch 7, Magus 8

-Magic-
Witch S/D - 4|5/4/3
Magus S/D - 5|5/4
Witch Spells (CL 10) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

--14th--
Witch 5, Magus 6, Eldritch Knight 3
HP - 41 + 4d6 + 6d8 + 3d10 (54-143)
BAB - +9
F/R/W Saves - +8/+4/+10
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 3, Witch 8, Magus 9

-Magic-
Witch S/D - 4|6/4/3/2
Magus S/D - 5|5/4
Witch Spells (CL 11) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

--15th--
Witch 5, Magus 6, Eldritch Knight 4
HP - 43 + 4d6 + 6d8 + 4d10 (57-155)
BAB - +10
F/R/W Saves - +8/+4/+10
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 4, Witch 9, Magus 10

-Magic-
Witch S/D - 4|6/4/4/3
Magus S/D - 5|5/4
Witch Spells (CL 12) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Sickening Grasp: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.

--16th--
Witch 5, Magus 6, Eldritch Knight 5
HP - 45 + 4d6 + 6d8 + 5d10 (60-167)
BAB - +11
F/R/W Saves - +9/+5/+11
Bonus Ability Score - Int (21, mod 5)
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 5, Witch 10, Magus 11

-Magic-
Witch S/D - 4|6/5/4/3/2
Magus S/D - 5|5/4
Witch Spells (CL 13) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

--17th--
Witch 5, Magus 6, Eldritch Knight 6
HP - 47 + 4d6 + 6d8 + 6d10 (63-179)
BAB - +12
F/R/W Saves - +9/+5/+11
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 6, Witch 11, Magus 12

-Magic-
Witch S/D - 4|6/5/4/4/3
Magus S/D - 5|5/4
Witch Spells (CL 14) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Split Hex: 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.

--18th--
Witch 5, Magus 6, Eldritch Knight 7
HP - 49 + 4d6 + 6d8 + 7d10 (66-191)
BAB - +13
F/R/W Saves - +10/+5/+11
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 7, Witch 12, Magus 13

-Magic-
Witch S/D - 4|6/5/5/4/3/1
Magus S/D - 5|5/4
Witch Spells (CL 15) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

--19th--
Witch 5, Magus 6, Eldritch Knight 8
HP - 51 + 4d6 + 6d8 + 8d10 (69-203)
BAB - +14
F/R/W Saves - +10/+6/+12
Skill Ranks - 7
Arcane Pool - 8
Diverse Training - Fighter 8, Witch 13, Magus 14

-Magic-
Witch S/D - 4|6/5/5/4/4/2
Magus S/D - 5|5/4
Witch Spells (CL 16) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Extra Arcana (Wave of Mutilation): The magus can spend 1 point from her arcane pool as a swift action transforming a single cut of her weapon into a scything wave of energy that tears through her enemies’ ranks. She unleashes magical force in a single sweep of her weapon in a 30-foot cone. Roll damage for her attack as normal except the damage type is changed to force and apply it to all targets in the cone’s area. Her opponents can make Reflex saves (DC 10 + half her magus class level + her Intelligence modifier) for half damage.

--20th--
Witch 5, Magus 6, Eldritch Knight 9
HP - 53 + 4d6 + 6d8 + 9d10 (72-215)
BAB - +15
F/R/W Saves - +11/+6/+12
Bonus Ability Score - Int (22, mod 6)
Skill Ranks - 8
Arcane Pool - 9
Diverse Training - Fighter 9, Witch 14, Magus 15

-Magic-
Witch S/D - 4|6/6/5/5/4/3/1
Magus S/D - 5|5/4
Witch Spells (CL 17) - All Witch cantrips, Create Water; Bless Water, Curse Water, Air Bubble, Cure Light Wounds, Ill Omen, Darting Duplicate, Infernal Healing, Inflict Light Wounds, Mage Armor, Memorize Page, Ray of Sickening, Reduce Person, Sleep, Summon Monster, Transfer Tattoo, Undine's Curse; Slipstream, Cure Moderate Wounds, Gentle Repose, Inflict Moderate Wounds, Ironskin, Touch of Bloodletting, Touch of Idiocy; Bestow Curse, Hydrophobia
Magus Spells (CL 6) - All Magus cantrips; Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Enlarge Person, Floating Disk, Frostbite, Grease, Hydraulic Push, Line in the Sand, Lock Gaze, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike, Wave Shield; Mathematical Curse, Ablative Barrier, Animal Aspect, Bull's Strength, Frigid Touch, River Whip

Bonus Feat - Body Shield: As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.

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