| Venshad |
Greetings!
I'm about to enter a PF game and would like some advice regarding the Witch (Dimensional Occultist) class and it's capabilities related to Planar Binding (and how to make it efficient).
My 20 levels progression:
1- Hex (Slumber), Feat (Antagonize), Feat (Accursed Hex)
2- Dimensional Augmentation
3- Feat (Spell Focus: Conjuration)
4- Hex (Evil Eye)
5- Feat (Augment Summoning)
6- Hex (Fly)
7- Feat (Spell Penetration)
8- Commune with Familiar
9- Feat (Superior Summoning)
10- Hex (Misfortune)
11- Feat (Skill Focus: Planes)
12- Dimensional Waypoints
13- Feat (Improved Eldritch Heritage: Abyssal Bloodline)
14- Hex (Fortune)
15- Feat (Greater Eldritch Heritage: Abyssal Bloodline)
16- Hex (Major Healing)
17- Feat (Eldritch Heritage: Abyssal Bloodline)
18- Hex (Dire Prophecy)
19- Feat (Greater Spell Penetration)
20- Hex (Natural Disaster)
In basics, this build tries to debuff enemies as usual, using Hexes before spells. When it comes to summoning monsters, by 9th she can summon another creature with one spell, adding a third by 17th, with the devil type.
Regarding Planar Biding, she can greatly debuff any outsider via Hexes, to ensure maximum efficiency.
Magic Circle can be cast via UMD.
Comment's? Any help is welcome!
| Venshad |
I've updated my progression.
1- Hex (Evil Eye), Hex (Cackle), Feat (Extra Hex), Feat (Accursed Hex)
2- Dimensional Augmentation
3- Feat (Spell Focus: Conjuration)
4- Hex (Slumber)
5- Feat (Augment Summoning)
6- Hex (Fly)
7- Feat (Spell Penetration)
8- Commune with Familiar
9- Feat (Superior Summoning)
10- Hex (Misfortune)
11- Feat (Skill Focus: Planes)
12- Dimensional Waypoints
13- Feat (Improved Eldritch Heritage: Abyssal Bloodline)
14- Hex (Fortune)
15- Feat (Greater Eldritch Heritage: Abyssal Bloodline)
16- Hex (Major Healing)
17- Feat (Eldritch Heritage: Abyssal Bloodline)
18- Hex (Dire Prophecy)
19- Feat (Greater Spell Penetration)
20- Hex (Natural Disaster)
Any help is highly appreciated!
| Arbane the Terrible |
I take it you're planning on focusing on the Summon Monster N spells? They're fun, but they're also full-round actions, which means you can't use them and Cackle in the same turn, one of the very few circumstances where I'd consider NOT getting misfortune/cackle. Since Evil Eye works a fair number of rounds even without Cackle, and CAN hit the same target more than once, use your first-level Feat for something else?
| pad300 |
I would switch Slumber to level 1 in place of Cackle. Slumber is a win button for fights, which is really nice to have. Your 10th level hex should likely be Ice Tomb. A second win button is good, particularly as Ice Tomb targets Fort (rather than Will for Slumber). At 18th, Summon Spirit is by far the most useful of the Grand Hexes, and is highly flavorful for this character to boot. Move Dire Prophecy to 20th; it's better than Natural Disaster.
Your feats - well you're clearly not a mount geek; I personally love mounts. Especially as a summoner focused type who can pull in some serious powerhouses... Mounts effectively give you extra actions, which is invaluable (eg. mount moves into range (move action 1). You cackle and cast a spell/use another hex. Mount moves out of range (2nd move action.)