How to improve my Witch AC


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Our gaming group is comprised of a female Tiefling rogue/Sorcerer, a male Asimar Battle Cleric, a Half elf fighter and my character a female witch. (We also have an occasional female halfing bard player when the 10 year old niece comes with her Uncle when school is out). We are all 10th level, but the Tiefling Sorcerer is split level so lower level.

What I need to know is how to improve the AC of my witch. Hexela has the Corset of Dire witchcraft for armor. Also, a ring of protection +2 and an amulet of natural armor +3. I know witches are normally not combat monsters and are supposed to be back behind as a support character, but with the party the way it is, I have found that I have ended up in combat way more than I like. Her modus operandi is to grab the Fighter and dimension door behind the enemies and sick the half elf on them. The Half elf is a combat monster and does awesome damage when she is in hand to hand. Since my witch is suddenly there beside her, things can get ugly for her real quick. Recently we have been fighting Golems which are not affected by most hex's so she has to use her lightning bolt spell and she is awesome with it dealing on average 25 to 30 points each spell (or more - 10d6) but that makes her a target for them. I have far healing and I also have the healing hex so I go around healing the party. She has saved the party many times with her misfortune and other hexes. The golems we are fighting use primitive guns and they shoot the crap out of her even with the spell that gives her a +10 protection from missiles and sends a magic missile spell back at the shooter (I forget what it is called).

Is there a spell like protection from normal missiles or something? She makes potions of healing for the party and scrolls which tend to eat up her money quite quickly so affording higher level amulets and rings is a problem.
Any suggestions, the mage armor does not work with the corset since both are armor and +4.


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It’s really impractical to get a full arcane’s AC high enough to be relevant at higher levels, and even if you somehow managed, gun touch AC attacks would just snicker. For other classes, i’d just say vanish/invisibility/mirror image, but none are on your list. The spell you might be looking for, Protection From Arrows, would do wonders against non-magical gunfire. Also not on your list. I guess you could craft a Talisman (Lesser) of Arrow Protection (or a few), but that’s not cheap.

Clearly the right answer is to Disguise skill yourself as a golem. Beep Boop. They have terrible perception (+0, and only get to roll if you ‘draw attention to yourself’), don’t sweat it.


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A mithril buckler has no armor check penalty or arcane spell failure chance so a witch can use one without shield proficiency with no problem. You don’t necessarily need to up your AC to protect yourself though. A Saltspray ring is reasonably cheap (4500gp) and will surround you with a 10ft radius Obscuring Mist that moves with you. That would give you total concealment from all attacks originating outside the effect. You will need to find a way to see out of the mist though but that can be done with a Goz Mask or since you are a witch you could take the Murksight hex. Some basic familiars can give you an untyped boost to your natural armor, the armadillo is one. Having your familiar use the “aid another” action to boost your AC is an option (the familiar will need to threaten an enemy to do this though, but this can be achieved with the Evolved Familiar feat and giving the familiar the Reach evolution). You could use the Training enchantment to take the Dodge Feat or Combat Expertise Feat to boost AC as well. Having Reduce Person and Permanency cast on you would give you a size bonus to AC as well. Belt of dexterity is an option too.


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Going Full Defence or Fighting Defensively and then taking the withdraw action to get away from the area after using dimension door might help also.


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Mage Armor is on the witches spell list and is only 1st level. It only gives you a +4 bonus to AC but every bit helps. It lasts an hour per level, so at 10th level that is 10 hours. Your character is 10th level so you should easily be able to spare a 1st level spell per day.

Iron skin gives you a +4 or higher enchantment bonus to your existing natural armor bonus. It is a 2nd level spell, but only lasts 1 minute per level. This could be cast when you know you are going to be facing a tough opponent but will probably only last for a single combat.

Since they give different bonuses, they stack and would give you a +9 bonus to your AC. That is the equivalent of wearing full plate.


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Dusty Rose Prism Ioun Stone gives a +1 insight bonus to AC (5k gp).


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What's your Dex?

Sunsilk Ceremonial Armor has 0 ACP and 0 ASF chance... gives you +1 armor with no Dex limit... and DR2/bludgeoning... without needing proficiency.


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The Corset of Dire Witchcraft gives a +4 AC bonus, so it would cancel out the Mage Armor spell, before I got the corset, I was using Mage Armor. The corset replaced that. I like the corset because it gives me a Hex benefit. I also have a Cackle Overblouse.
I also have Careful Combatant. The problem is, once I dimension door'd the golems pummeled the heck out of me with their rifles before it was my turn to do anything again like get the heck out of Dodge. I will have to check out the Ioun Stone and use that. The DM found a thing where you can have Ioun stones implanted inside you so they are not flying around your head.

Here is a question, Sunsilk Ceremonial Armor, if I am wearing the Corset, does that mess up wearing the Sunsilk Armor since the Corset has a higher AC. And I will have to get a buckler. Unfortunately, that and other spells are going to have to wait until I can get where I can get them. Right now we are in a dungeon, neck deep in Golems.

I will have to check out the other ideas you all gave me. Thanks


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Dip in Mutagenic Mauler, make Dex mutagen (+4 Dex, +2 Natural armor, -2 wisdom), pick up dodge, enchant your weapon with training to gain crane style, also make sure you have 3 skill ranks in acrobatics.

Always fighting defensively + the mauler dip gives you:
+4 AC from mutagen, +4 AC from fighting defensively +1 AC from dodge.

Alternatively:

Dip in alchemist, probably but not neccessary vivisectionist. Gets the same mutagen, does not get improved unarmed strike so crane style is not as easy, but you can cast shield a bunch per day. Also ends up at about +8 AC.


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I found the name of the spell I was trying to remember. Retaliatory Missile. It gives me 10 damage reduction and then sends a magic missile spell at whomever shot me. That 10 damage reduction had helped but when they are doing up to 20 points damage it still hurts.


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Armor is a different slot, entirely.

Armor: Sunsilk Ceremonial Armor
Body: Corset of Dire Witchcraft
Chest: Cackling Hag's Blouse

Now, your corset's higher armor bonus would be used over the ceremonial armor's bonus... but you would still get the limitless Dex bonus from your armor... and the DR2/bludgeoning. And you could always enchant the armor, as it is armor.


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Surprised no one has mentioned the iceplant hex which gives +2 nat armor and endure elements, no dip required.

There is also the dip into Shifter to get Wisdom to AC (half Wis if using armor). More specifically Style Shifter (free crane style) and Feyform Shifter (free concealment and weird fey powers).


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Do you use your Immediate actions for anything? Consider the spells Stone Shield and Wave Shield. Both are L1 spells; Stone Shield gives you a 1" thick stone wall that pops up/out of earth or stone and grants you Cover for a round while Wave Shield hands you DR/- to a single physical or Fire attack, where the DR = 1/2 your CL.

Cover is a +4 AC bonus, and DR 5/- isn't too bad. Still, I've gotta concur with Lelomenia upthread: the best defense is to make sure your foes can't hit you. Mirror Image, Vanish, Silent Image and so on. All the casters I ever make have scrolls of Obscuring Mist on them all the time. Even if I can't see through the fog to attack, chances are my foes can't either so it's a great way to cast a spell, retreat 20' to 30' to Cover, and make a new plan of attack.


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If you break your AC down into categories then your options are clearer:

armor: corset 4
shield: someone else already suggested mithril buckler +2
deflection: ring of prot +2
size: reduce person + permanency would cost 2500
natural armor: ice plant for +2 (already suggested)
natural armor bonus: amulet +3
dexterity: a dex/con belt is a good balance
dodge: costs you a feat for another +1 here

Then you can cast False Life each morning.

Cheers


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Witches have the fey form spells. Smaller sizes and a dex buff.


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Note that, per the rules on body slots, the witch can use a +2 mithral buckler (5,505 gp) to gain a persistent +3 shield bonus to AC; a +3 version (10,505 gp) provides a +4 shield bonus (alternately, a +2 mirrored mithral buckler at the same price can improve normal AC by +3 and touch AC vs. rays by +2; or a +1 arrow deflection mithral buckler can provide a bit less AC, but allow a Ref save to deflect one normal missile per round). A mithral buckler has no armor check penalty or arcane spell failure chance, as well.


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Mark Hoover 330 wrote:

Do you use your Immediate actions for anything? Consider the spells Stone Shield and Wave Shield. Both are L1 spells; Stone Shield gives you a 1" thick stone wall that pops up/out of earth or stone and grants you Cover for a round while Wave Shield hands you DR/- to a single physical or Fire attack, where the DR = 1/2 your CL.

Cover is a +4 AC bonus, and DR 5/- isn't too bad. Still, I've gotta concur with Lelomenia upthread: the best defense is to make sure your foes can't hit you. Mirror Image, Vanish, Silent Image and so on. All the casters I ever make have scrolls of Obscuring Mist on them all the time. Even if I can't see through the fog to attack, chances are my foes can't either so it's a great way to cast a spell, retreat 20' to 30' to Cover, and make a new plan of attack.

Most of those aren't witch spells, but wave shield is a great option since a witch has so few swift actions to compete with it.


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Melkiador wrote:
Witches have the fey form spells. Smaller sizes and a dex buff.

Right. Along with Vermin Shape I & II at 3rd & 4th spell levels respectively.


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Vermin shape can limit your options though. Fey form still gives you all of your gear and spell casting abilities without having to tack extra options on.

Dark Archive

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Temperans wrote:

Surprised no one has mentioned the iceplant hex which gives +2 nat armor and endure elements, no dip required.

There is also the dip into Shifter to get Wisdom to AC (half Wis if using armor). More specifically Style Shifter (free crane style) and Feyform Shifter (free concealment and weird fey powers).

Dip into shifter.

Oh boy, that's the best joke I've heard all year


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Witch spells for Concealment:

1. Cape of Wasps gives partial concealment against ranged attacks and deals 2d6 Swarm damage as well as poison to anyone attacking you in melee

2. Burning Entanglement if you have foliage in the area. The spell effect possibly deals Fire damage to those in the spell area and the smoke created by the spell obscures vision providing Concealment.

Giving yourself a miss chance isn't a bad idea. There's plenty of magic items that give Concealment as well.


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Awesome suggestions. I am going to copy them and talk to the DM and tell him I have some great ideas I got from you all. Thanks for all the suggestions and help.

Now just got to survive this dungeon to do it all LOL


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VoodistMonk wrote:

What's your Dex?

Sunsilk Ceremonial Armor has 0 ACP and 0 ASF chance... gives you +1 armor with no Dex limit... and DR2/bludgeoning... without needing proficiency.

I guess I should have mentioned stats in original post.

Str: 10
Dex: 16
Con: 14
INT: 20
WIS: 8
CHA: 7

I do know one thing I really messed up on when I made my witch. I should have taken Elemental instead of Insanity. With Elemental I could have gotten fireball as a spell. Oh well that will be my next witch. I have learned to love them LOL


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Name Violation wrote:
Temperans wrote:

Surprised no one has mentioned the iceplant hex which gives +2 nat armor and endure elements, no dip required.

There is also the dip into Shifter to get Wisdom to AC (half Wis if using armor). More specifically Style Shifter (free crane style) and Feyform Shifter (free concealment and weird fey powers).

Dip into shifter.

Oh boy, that's the best joke I've heard all year

I have a fey shifter in my campaign where the only way I can kill them is if I roll high, get lucky on the concealment, and they still get all the Fey BS.

Witch dipping into shifter for the AC bonus and some extra seems perfectly fine.


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I’m sure fey shifter is good, but witch isn’t a dip friendly class. The witch can cast fey form on its own if you keep leveling it.


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Well OP asked how to increase AC and be more survivable after dimension door into melee and a one level dip into Fey or Style shifter does exactly that. So I don't see why a level dip to do exactly what OP wants to do would be bad.

What OP wants from Fey Shifter is just the first level where they get AC and concealment for practically every fight. Not the fey form, that they can just get via spells.

I used what my player does as an example of "its a lot stronger than people give it credit".


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Temperans wrote:

Well OP asked how to increase AC and be more survivable after dimension door into melee and a one level dip into Fey or Style shifter does exactly that. So I don't see why a level dip to do exactly what OP wants to do would be bad.

What OP wants from Fey Shifter is just the first level where they get AC and concealment for practically every fight. Not the fey form, that they can just get via spells.

I used what my player does as an example of "its a lot stronger than people give it credit".

the Shifter AC bonus is at 2nd level. And as it is based on Wisdom, it probably wouldn’t help much.


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Temperans wrote:
Surprised no one has mentioned the iceplant hex which gives +2 nat armor and endure elements, no dip required.

Well, they're already using an amulet of natural armor +3. Iceplant is still a good option if they give up their neck slot for something else.

Another option to use if you have a free hand and if you have an immediate action to spare is the Mirror of Guarding Reflections. When you are targeted by an attack, you can summon a mirror image to have a 50% take the attack in your place. That's not the AC bonus asked for, but I thought it's worth mentioning.


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If you don't already have a mithral buckler, that is absolutely the cheapest and easiest way to quickly add a bonus that you will notice. At ~1000gp, you should have already had one of these a long time ago. Lol.

Sunsilk Ceremonial Armor costs ~6000gp to buy... that's less than 10% of your expected WBL at level 10, and should be pretty much immediately affordable for you if you want it. Unfortunately, it will only provide you with the DR2/bludgeoning, unless you further enchant it as armor. Your corset provides a higher armor bonus, and also has no limit to the amount of Dexterity bonus you can apply... it just cannot be enchanted as armor. It takes +3 Sunsilk Ceremonial Armor to match your corset's armor bonus, which costs like 15000gp, for reference.

At 16000gp, a +4 belt of incredible Dexterity should probably still be within budget, and would also help Initiative.

One of my favorites, although a bit expensive at 24000gp, is the minor Cloak of Displacement for a constant 20% miss chance.


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Andostre wrote:
Temperans wrote:
Surprised no one has mentioned the iceplant hex which gives +2 nat armor and endure elements, no dip required.

Well, they're already using an amulet of natural armor +3. Iceplant is still a good option if they give up their neck slot for something else.

Another option to use if you have a free hand and if you have an immediate action to spare is the Mirror of Guarding Reflections. When you are targeted by an attack, you can summon a mirror image to have a 50% take the attack in your place. That's not the AC bonus asked for, but I thought it's worth mentioning.

Iceplant stacks with Amulet of Natural Armor.

But Natural Armor bonus, along with Armor bonus to AC and Shield bonus to AC, has no impact on touch AC, which is what matters against gunfire.


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To be more clear, Iceplant gives you an untyped bonus to natural armor, while the amulet gives you an enhancement bonus to Natural Armor.


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Gomezaddams51 wrote:
Her modus operandi is to grab the Fighter and dimension door behind the enemies and sick the half elf on them. The Half elf is a combat monster and does awesome damage when she is in hand to hand. Since my witch is suddenly there beside her, things can get ugly for her real quick.

Rather than trying to up yopur AC, which is difficult for a pure caster, there is a 3rd level spell called Phase Step which is "teleport the person next to me over there". The range is shorter than DD, but the advantage is that you don't go with them.


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Not great for a witch but you could risk your familiar instead with dimension door.

Quote:

Dimension Door

Target you and touched objects or other touched willing creatures
Quote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
Quote:
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would.


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Melkiador wrote:
To be more clear, Iceplant gives you an untyped bonus to natural armor, while the amulet gives you an enhancement bonus to Natural Armor.
Lelomenia wrote:

Iceplant stacks with Amulet of Natural Armor.

But Natural Armor bonus, along with Armor bonus to AC and Shield bonus to AC, has no impact on touch AC, which is what matters against gunfire.

Sounds like I need to take my witch shopping.


Trokarr wrote:
Dusty Rose Prism Ioun Stone gives a +1 insight bonus to AC (5k gp).

Just wanted to pass on, one of my old D&D characters from back in the 1980's, is named "Trokaar". He is a Cleric and has a bit of a interesting history. After one battle he was the only one standing. He had used all his healing spells and so he sacrificed a bunch of jewels to his god for healing and got silence. He got mad and so he dug out the jewels to save them. This the god noticed and Trokaar got hit by lightning, resurrected and hit over and raised over and over until he was a blackened scarred shell of himself with no hair on his body. On the bright side, the party was healed. After that, there was 50/50 chance that any spell he cast, would turn out the reverse of what he cast (Harm instead of Heal).


Right meow, your Witch is sitting at, roughly AC 21 (10 + 4 armor + 3 Dex + 2 deflection + 2 natural)... right?

That Iceplant Hex would be "free", and is a considerable gain stacking with your Amulet of Natural Armor. Iceplant would get you to AC 23, with no gold spent... the average CR10 monster's AC is 24. That's only a mithral buckler away. So, ~1000gp puts you on average with the monster creation tables.

I heard somewhere [on these forums] that "average" AC is 15 + character level. And for "tanks", it's over 20 + character level. Can't remember who said it, or which discussion it was said in, or even how accurate it really is. But to reach this completely arbitrary benchmark, you would need the Iceplant Hex and a +1 mithral buckler (~2000gp).

Although, as Lelomenia pointed out earlier, touch AC is entirely different animal to try increase... making that Dexterity belt ever more appealing. Maybe starting saving pennies for gear that gives you concealment.

What is your goal? How high are we trying to get here? How much do you have that you are willing to spend?


Prehensile hair can be used for, assuming no elephant in the room, +3 AC by making a reach attack with it while fighing defensively, but that your standard action.
Its a bit more AC if you have combat expertize fro free for some reason, like a feat tax houserule.

Sovereign Court RPG Superstar 2009 Top 32

Mightypion wrote:
+4 AC from mutagen, +4 AC from fighting defensively +1 AC from dodge.

Bear in mind that fighting defensively only works when you're, you know, fighting. If you're using hexes or casting spells (without attack rolls) then you don't get a benefit from fighting defensively.


Technically, you can just attack a space instead of a creature, but that's still a standard action you won't have to do what you really want to be doing.


As Melkiador said, there are situation where cackling and attakcing a foe with your hair for extra AC is a valid option, these should be rare though.


A +2 Defending dagger might be helpful. Defending Bone gives DR 5/Bludgeoning for 1 hr/level or until it prevents 50 HP damage. Perfect Placement grants a number of creatures a +1 Insight bonus to AC and Ref saves; +3 vs AoO's; only lasts 1 rnd/level though.


Cool thanks for all the replies. Man I have a lot of shopping to do LOL. Can't wait to get next level.


Basically, I just want to keep my Witch alive. She is the "Wizard" of the party and like all Wizards, she is squishy. Her main attack spell is Lightning Bolt. She really doesn't have any good offensive spells. She has other spells but these are her offensive ones. Most are useless against Golems.

Burning Hands (Need to get close)
Icicle Dagger (Mostly useless)
Ray of Enfeeblement (Useless)
Summon Monster 1,2,3,4 (No real good damage monsters)
Blindness/Deafness and Wall of Blindness (Have never had it work)
Burning Gaze (Limited damage)
Flurry of Snowballs (Bludgeoning damage useless, damage limited)
Rolling Boulder (mostly useless)
Web (Useless)
Lightning Bolt (Works well)
Gloomblind Bolts (Useless)
Silver Darts (Useless)
Stinking Cloud (Useless)
Sundered Serpent Coil
strangling Hair
Swarm of Fangs (useless)
Trial of Fire and Acid (Works but limited damage)
Black Tentacles
Ice Storm (Bludgeoning Damage useless)
Brimstone (Marginal damage)
Cloudkill (useless)

I wish now I had taken the Elemental Patron so I could have gotten Fireball and the fire spells.

She Dimension Doors to a spot where she can cast Lightning Bolt down the line of the bag guys. This puts her in their sights and makes her a target. The Sorcerer/Rogue casts a ball of water that wets the powder of the muzzleloaders so they have to physically attacks.


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I really think you could benefit from the Saltspray Ring I mentioned earlier, hears a quote from the item. “Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all nonmagical fires within its area.” You will have total concealment from enemies outside the effect and if they enter the mist they will be soaked and their guns will be useless. Either the Murksight hex or the Goz Mask will permit you to see out of the mist.


I think Neriathale’s recommendation to use the spell Phase Step and don’t put yourself into the firing line is the right answer for this specific question. Toss a Fog Cloud out there and the Golems will have to get within attack of opportunity range of your fighter to shoot at him.

And i can’t help but note, as you list out offensive spells in search of something to use on Golems,

that Golems are immune to all magic (at least, all magic effects that are affected by spell resistance), although specific Golems have exceptions to this (e.g., Rusting Grasp on a Clockwork Golem “deals damage normally”).


Gomezaddams51 wrote:
I will have to check out the Ioun Stone and use that. The DM found a thing where you can have Ioun stones implanted inside you so they are not flying around your head.

Personally I wouldn’t mess with ioun stone implants… there are better and safer options through magic items. Wayfinders, Ioun Gauntlets, and Ioun Spite Bracers are all amazing options when using Ioun Stones.


So, IDK what construct with guns you are talking about here but constructs in general are difficult for spellcasters to deal with. Not having many directly offensive options is pretty common. Also DD'ing INTO their line of fire is likely not the best combat tactic, regardless of your AC.

Constructs are Full BAB progression and the typical CR10 Construct has between 13-15 HD, so there's +13-15 right there. Constructs are also usually heavily weighted on physical stats. Bottom line, their slams, weapons and other unarmed/natural attacks likely have a high attack bonus.

If, as VM pointed out upthread, the typical PC is supposed to have an AC = to Character Level+15, let's say the witch managed to up theirs to a 25. Figure a simple Clay Golem (CR 10 Construct) has 2 Slam attacks at +19 each. This monster needs a 6 or better per attack to hit the witch with the "average" AC for their character level.

Leading off with a Fog Cloud before you do anything gives you the potential of a 20% or 50% miss chance from ranged attacks. Also on the witch's spell list are both Spectral Hand and Disable Construct. Shooting out a Touch spell at a distance that has a chance of forcing a Construct to become Helpless for a round might be a decent use of your actions.

Constructs have no Good saves. If you're facing some with guns, they likely have decent Dex but it might not be super high. Any sort of a spell that can slow them or knock them prone if the Constructs fail a Ref save might also be worth your actions. Obviously we're looking for spells with SR No, so that limits our options but it's another strategy to think about.

Point is, Constructs are notoriously good at making attack rolls vs AC, so upping your AC if you don't have a lot of HP behind it just isn't the optimal survival method here. If you still want to increase your AC for other reasons, there's tons of advice already.

Last but not least, remember that any buff spells you're putting on your allies while THEY attack the Constructs is a good use of your efforts as well. Some monsters just aren't good targets for some of your offensive spells, and there's nothing wrong with that. If your spells however result in your fighter or battle cleric dealing extra damage, that's YOUR damage.


Mark Hoover 330 wrote:
So, IDK what construct with guns you are talking about here but constructs in general are difficult for spellcasters to deal with. Not having many directly offensive options is pretty common. Also DD'ing INTO their line of fire is likely not the best combat tactic, regardless of your AC....

I probably should have given you an idea of what we are against. The villain is a recurring villain that we keep running into every so often. She started out making clay and wax golems of people and using them to take the places of important people. She also was creating strange constructs like panthers and wolves with scorpion tails and other weird creations. This was back when we were low level. As we got up in level she did also and now she is making various metal constructs/golems and also turning people into her constructs (think BORG with multiple arms and legs) and lately metal spiders with gun turrets on the top.

Since most of my Hexes are mind affecting, they will not work on mindless automatons, at least that is what the DM has figured. We just had a big battle yesterday against some metal Minotaur constructs she made. Thank heavens they only used battle axes. With fire spells, magic missiles, and my lightning bolts we got them down. I managed to catch them lined up when they attacked and shot 4 lightning bolts down the line and eventually took out two of them. The rest of the party kept them occupied so they didn't have a chance to turn on me.
The DM was nice, and we found a Kukri that has rust, corrosion and acid and that helped take down the other two. My Far Healing spell kept the fighter alive and going.
We have yet to meet the woman who is making the constructs, so we have no idea what we are up against other than a lot of constructs and metal golems.


Did you go into this campaign knowing it was going to be filled with golems, and still chose to be a Witch? A campaign set up around an established BBEG that makes constructs should probably come with some sort of disclaimer or warning to the players that the road ahead is filled with constructs. They are a menace to spellcasters, and demand a certain level of preparation when designing a character for such a campaign.

Or is the campaign filled with golems specifically because you're a Witch? The game should not be adjusting specifically to remove a player's effectiveness. Hopefully, you aren't playing with the sort of DM that is purposefully changing what they throw at you specifically to make your character irrelevant. That is just poor GM'ing, and I hope it's not the case.

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