So I wrote up a huge tirade about the witchwarper spell list, but I realized when I got to the end of it that wasn't what I wanted to talk about. What I wanted to talk about was just this.
I don't know how to build a witch warper.
Do I go heavy into a single stat like Keskadai? Do I split strength/casting stat like the proverbial 'fist wizard' technomancer? Do I do a dex/charisma build?
I don't see enough touch spells to justify a fist wizard build, but I see some. Just . . . what do you guys think? How do you build a Witchwarper?
With mine I went with a strong Cha-focus, and Dex as a secondary. The class dose not have enough resources to support a melee playstyle yet, nor dose it have anything to make it a standout shooter. As a result, your best either going with a high Dex and high Cha and using your feats to be ok with shooting like most mystics do (so longarm prof, weapon spec (longarms), deadly aim and possibly weapon focus (longarms) if you have the room), or going with like 14 or so Dex and a super jacked cha, and using daze and demoralize (via intimidate) as your main non-casting actions until you are of a level where you have your hands on a good at-will shift, and then once at that level using at-will shifts as your main non-casting action. Remember that in startinder that -2 from demoralize via intimidate is actually a much more potent debuff due to how combat math works, so as long as enemies are not immune using your high cha to just debuff enemies with intimidate seems like a viable combat action, and one that plays nicely with all your save or suck spells and shifts. Both those seem like the best ways to utilize the class right now....either building up your basic skill with longarms to deal ok damage between casting/shift rounds, or forgoing damage all togther and going with a super jacked cha to be the dedicated crowd control/debuff guy and using your non-casting rounds to demoralize with intimidate, and at higher levels use at-will shifts.
With mine I went with a strong Cha-focus, and Dex as a secondary. The class dose not have enough resources to support a melee playstyle yet, nor dose it have anything to make it a standout shooter. As a result, your best either going with a high Dex and high Cha and using your feats to be ok with shooting like most mystics do (so longarm prof, weapon spec (longarms), deadly aim and possibly weapon focus (longarms) if you have the room),
1. Never take Deadly Aim. If it were a free combat option it would usually reduce your damage. But it costs a feat!
2. Never ever take Deadly Aim unless you're a full BAB class. Your window for it to be useful is boosted by both increased accuracy and full damage benefit. 3/4 BAB classes have worse accuracy and reduced benefit.
3. Never ever ever take Deadly Aim unless you're a full BAB class AND are using small arms or other low damage weapons. The narrow circumstances where Deadly Aim (very slightly) helps rather than hurts your damage are when you are very accurate and doing poor base damage. That's only going to happen if you're wielding small arms (why?!) or using seriously underleveled weapons (you cheapskate).
4. Never ever ever ever take Deadly Aim unless you're a full BAB class, wielding low damage weapons, and you don't expect to be able to full attack. Full attack gives much a better damage boost (without a feat investment!) than Deadly Aim on a single attack, but also pushes Deadly Aim firmly into the "this is reducing my DPR, not helping it" if you try to use it during a full attack territory.
Weapon Focus always increases your DPR 5%, eventually 10% if you're a 3/4 BAB class. Deadly Aim usually reduces your DPR if you're a 3/4 BAB class using decent weapons (like the longarms you invested in). Take Weapon Focus.
Weapon Focus increases your DPR by 5%/10% of DPR with perfect accuracy. That’s more than increasing your DPR by 5%/10%!
Right, I should have said it increases your DPR by 5 or 10 percent of your average weapon damage - the percentage increase to your preexisting DPR (taking into account your to hit chance) is higher.
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Right, so I was thinking of starting up a Witchwarper Nuar (not the most optimal race, I KNOW) but my friend proposed the idea of a Noir Nuar and I liked the idea of a Witchwarper that sees the universe as if it was a space-film noir. And that he just self-narrates and stuff happens.
Nuar: ”The Fire elementals were drawn to us like moths to a flame. They were standing on lava-literally. Or they thought they were. Turns out it was some thermal vent or some such, sucked the fire right out of them.”
Infinate worlds, switch lava fire to cold damage. Elementals scream
Scholar: ”What in the. . . That just broke physics! HOW DID YOU DO THAT?”
Nuar: ”When you see as much as I have kid, nothing surprises you.”
Scholar: ”THAT DOESN’T ANSWER THE QUESTION!”
Str: 12 Dex:12, Con: 11, Int: 12, Wis: 10, Chr: 16
Theme: Bounty Hunter
Skills: survival, Pilot, mysticism, prof-Bounty Hunter (private eye), Diplomacy
First level feat: skill synergy: Pilot and Perception (or mysticism?)
Later feats: toughness?
Plans: at some point boost my Int to get ranks in perception, probably from a mk1 crystal
I would really start with an 18 in Charisma for a Witchwarper. In my opinion, you can ignore most of the other attributes, but Charisma is just mandatory, for DCs, number of spells per day, and skills.
I don't know what campaign you plan on playing with your character, but if there are some social interactions in it, and if you are the main Charisma character (so, basically, if there is no Envoy in your party), I would take multiple Charisma-based skills (Bluff, Intimidate). Not just Diplomacy.
Appart from that, I kind of like the film noir concept. I have hard time figuring out how to cumulate the concept of reality modifications with high Charisma character. Most of the time, reality modifications call for a high Intelligence character.
Hmmmmm, I’ve built single stat casters before, and I’m not super up on them. By the time I hit level 5/6, I’ll have the same modifier as a full single-stat caster, and I’d rather have the extra dex, which nets me bonuses to hit with my snubnose revolver (rotating pistol), better AC, and better piloting checks.
I’d also love to have enough skill ranks to throw around for at least intimidate (film noir staple) if not bluff, but I felt perception, profession, survival, and diplomacy (gather info) were more central to the character, and as a spellcaster I need mysticism, and I need pilot to do something in starship combat (and as a Nuar I get s racial bonus).
Maybe when I hit level 5 I’ll up my dex, Int, wis, and Chr, which would give me an extra skill rank for Intimidate.
We really don't have the same way to build characters. I was planning to build my Witchwarper this way:
Lashunta Holo-Reality Star
Str: 13, Dex:10, Con: 10, Int: 12, Wis: 10, Chr: 18
Skills: Diplomacy (racial bonus), Bluff, Intimidate, Mysticism (racial bonus), Culture
First level feat: Heavy Armor Proficiency
@SuperBidi: I agree that most of the time Int would be a more fitting stat for this class. However, as an anime fan I can still get behind it being Cha-based, as unlike most western media in anime there is something of a trope surrounding these types of characters usually being schoolgirls or otherwise young girls. Don't ask me why, Japan and anime can be weird. But there are enough reality-bending schoolgirls/teen girls in anime that its something of a trope/common cliche', and surprisingly a lot of them have varied enough personalities that not all of them are Dr. Strange level geniuses that understand the inner workings of reality so well they can make it do what they want. They range from military experiments with serious personalities, to peppy schoolgirl-types, to demure/shy types, to even murderous psychopaths. They run the full gamut of character personalities, so when mining from anime it becomes a lot easier to find high-Cha personalities and concepts from among them that fit this concept. I instantly saw Haruhi with this class mainly for the reason you brought up; the vast bulk of these characters in western media tend to be more high Int than anything else, while Haruhi is most certainly a very high Cha character. So their use of Cha instantly pushed me towards seeing her with this class instead of somebody like the aforementioned Dr. Strange, or any number of other western examples.
Regardless, I am going to be playing one next week, and they look as follows..
Human Corporate Agent
Str 10 Dex 15 Con 10 Int 10 Wis 10 Cha 18
Skills: Bluff, Culture, Diplomacy, Intimidate, Mysticism
Feats: Improved Initiative, Mobility
Spells: Baleful Polymorph, Fear
My image of a hut-in-the-woods witch has elements of other worlds/other realities. In fantasy, it is usually behind the curtain of a door. Open once, see a deserted cabin. Close the door and open again, suddenly it is a busy, occupied workspace. The witch herself has unkempt hair, loose robes with icons and fetishes on cords, and a gnarled staff of some sort.
Taking that idea of a witch into space fantasy doesn't require much change. Tie back her wild hair, change out the robes for a loose-fitting jumpsuit, and exchange the staff for pistol. Reality-warping isn't done behind closed doors anymore, but out in the open with raw spheres of altered space-time.