Celestial Agenda Witch - What next?


Advice


I am currently playing a Celestial Agenda Witch in the Tyrant's Grasp AP, and have my levels planned out till six but, unsure what to do with the build after that

Race: Half-Orc
Class: Scarred Witch Doctor
Patron: Celestial Agenda - Endurance

STR: 10
DEX: 14
CON: 14
INT: 18
WIS: 10
CHA: 10

Traits:
The Word (Campaign)
Reactionary (Combat)

Feats:
1 (Level) - Spell Focus (Conjuration)
3 (Level) - Augment Summoning
5 (Level) - Summon Good Monster
7 (Level) - ????

Hexes:
1 - Ward (Bonus)
1 - Scarshield (Class)
2 - Protective Luck
4 - Soothsayer
6 - Cackle
8 - ???

Equipment: Blouse, Cackling Hag’s (This allows Cackle to continue when I cast Summon Monster)

So what do you think I should do to level 10 and onwards?


I have played a lot of witches and also master summoners so am a good person to ask if you want to play a witch with a summoning focus.

First summoning. Imho Superior Summons will do a lot more for you than summon good monster. I am not sure the second is really worth the feat.

I would choose the feats-

Feats:
1 (Level- Improved initiative
3 (Level) - Spell Focus (Conjuration)
5 (Level) - Augment Summoning
7 (Level) - Summon Good Monster
9 (Level) - Extra Hex
11 (Level - split Hex- just read what it does, nuff said.

The first hex I want is always slumber- it is so good some GMs won't allow it. Cackle is great but does nothing by itself and it improves with each cacklable [?] hex. If you can get a cackler's blouse I would just use that to cackle for a while.

So hexes I would take-
Hexes:
1 - Ward (Bonus)
1 - Scarshield (Class)
2 - Protective Luck
4 - Misfortune
6- Flight- great after level 5,once it allows you to fly
8 Fortune
9 extra hex Iceplant

When you get major hexes I suggest you look at what your party needs and what your witch can do already. Agony and Ice tomb are v good and that should be all the aggressive hexes you need. Hag's eye and Major ameliorating are good in other ways.

Hope this helps.


For a hex at level 8 you might consider one of the offensive ones. Slumber for power, or if you dislike slumber then one of the debuffs - misfortune or evil eye perhaps, or if those don't seem in theme then peacebond or combat hypnosis might fit.

The first major hex might be major ameliorating - in theme and useful. Witch's charge is also in theme. How high level are you going, anyway?

If you's willing to spend even more feats on summoning then sacred summons is the obvious next step. Scouting summons or proxy summoning or evolved summon monster might be useful, but sacred summons is useful for sure.

If that seems like overspecialisation then you might go for metamagic leading up to quicken spell and spell perfection. Or, you might invest feats in hexes - split hex, spirit talker or amplified hex could be useful.


Joynt Jezebel wrote:


The first hex I want is always slumber- it is so good some GMs won't allow it. Cackle is great but does nothing by itself and it improves with each cacklable [?] hex. If you can get a cackler's blouse I would just use that to cackle for a while.

I am avoiding the Slumber route because Tyrant's grasp is heavily undead themed, and it will often be obsolete

Joynt Jezebel wrote:


So hexes I would take-
Hexes:
1 - Ward (Bonus)
1 - Scarshield (Class)
2 - Protective Luck
4 - Misfortune
6- Flight- great after level 5,once it allows you to fly
8 Fortune
9 extra hex Iceplant

When you get major hexes I suggest you look at what your party needs and what your witch can do already. Agony and Ice tomb are v good and that should be all the aggressive hexes you need. Hag's eye and Major ameliorating are good in other ways.

Hope this helps.

I am looking forward to split hex. Flight and Fortune are so useful

avr wrote:

For a hex at level 8 you might consider one of the offensive ones. Slumber for power, or if you dislike slumber then one of the debuffs - misfortune or evil eye perhaps, or if those don't seem in theme then peacebond or combat hypnosis might fit.

The first major hex might be major ameliorating - in theme and useful. Witch's charge is also in theme. How high level are you going, anyway?

If you's willing to spend even more feats on summoning then sacred summons is the obvious next step. Scouting summons or proxy summoning or evolved summon monster might be useful, but sacred summons is useful for sure.

If that seems like overspecialisation then you might go for metamagic leading up to quicken spell and spell perfection. Or, you might invest feats in hexes - split hex, spirit talker or amplified hex could be useful.

Unfortunately I cannot qualify for Sacred Summons, as I do not have an Aura.

The AP runs to level 18 I believe.

Spirit Talker looks useful


I find Spirit Talker to be pretty limited, what with the errata limiting it to a 1 hour duration per day (for a 10 minute ritual, so it's not a immediate capability thing). I would suggest instead Ritual Hex; given your getting at 7 or 9, the DC's aren't difficult.


Misfortune and cackle really messes enemies up, and if you have fortune or protective luck up on your party member/s then you are cackling anyway...

I wouldn't invest more than 3 feats in summoning, and maybe none at all unless that is what you really want. It is an excellent strategy, but witches don't innately have anything to facilitate it.

Hexes are half or more of your power at low levels and are always great. The more you have the better.


I wouldn't say Summon Good Monster is "bad", but there are often even better options. If you're seeking monsters to heal your allies, then I think a lot of the good options could be picked up with the expanded summons feat. And if you want them to benefit from the Diehard feat then you should talk it over with your GM to make sure it works the way it's supposed to work.

Superior Summons and summoning multiples is a powerful option, but I often avoid it myself, because it can also drag down play. I find that sticking to single summon is almost as powerful and a lot more table friendly.

If you'd not started the character already, I would suggest the synergist witch, with an eventual cassisian familiar for maximum celestial-ness. But improved familiar may still be an attractive option for you.


As I'm already at Level 6, there is not much I can do but going forward, this is what your advice has lead too

Feats:
1 (Level) - Spell Focus (Conjuration)
3 (Level) - Augment Summoning
5 (Level) - Summon Good Monster
7 (Level) - Extra Hex
9 (Level) - Improved Initiative
11 (Level) - Split Hex
13 (Level) - Evolved Summoned Monster / Superior Summoning

Hexes:
1 - Ward (Bonus)
1 - Scarshield (Class)
2 - Protective Luck
4 - Soothsayer
6 - Cackle
7 - Flight
8 - Fortune
10 - Misfortune
12 - Ice Tomb


Minigiant wrote:

As I'm already at Level 6, there is not much I can do but going forward, this is what your advice has lead too

Typo, It is supposed to say level 5


You should check out the summon guardian spirit feat. It gives you a summoning option that scales with spell level and lasts for minutes per level, instead of rounds. Cassisian and its breath weapon are a pretty good choice for a guardian spirit. The aether elemental is another strong choice, but a little more questionable in how it combines.

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