Coming back to this again.


Advice


Ok, still working on my family group of character. I want to have a magic blaster. And I kind of want it to be the Aasamar Witch. I tried to get the witch build together before but was never able to pull it all together. This time I plan to actually finish it.

I'm torn between Invoker and Winter Witch (archetype, not PrC.) Both look like they could be pretty useful.


If you want a magic blaster, go with the Invoker. There are numerous ways to alter and change the damage types of the spells you cast that you need not specialize in one (and limit yourself from others). Though, if the game is going to take place in primarily cold environments, the Winter Witch might be a more flavorful choice.


I guess you have your reasons, but witch is about the least blaster-like of the full arcane casters. It's not like it's unplayable, but it's going to have limitations that most blasters don't have.


I know. That's why I wasn't able to get the build together last time. I do also have a sorcerer that's probably going to be a second blaster when I'm done.


Melkiador wrote:
I guess you have your reasons, but witch is about the least blaster-like of the full arcane casters. It's not like it's unplayable, but it's going to have limitations that most blasters don't have.

This is true. You will need to be fairly picky about the choice of your patron so that you get some decent blast spells, because the witch list is pretty sparse with good ones. I play a witch (multiclassed) in a Giantslayer game and my go-to damage spells are still lightning bolt and shocking grasp, and I had to have a specific patron to pick up shocking grasp.

The Reckoning ability of the Invoke Patron will help you with the damage your spells deal (+1 per die rolled) but you will have few spells that really benefit greatly from it.


Yeah, the Elements Patron is definitely the one to go with. It has the most damaging spells.


I looked at the witch spells. For level one spells, not counting anything from a patron, there's Burning Hands, Chill Touch, Ear-Piercing Scream, Inflict Light Wounds (or Cure for anything undead), and Snowball.

Level 2 spells have Aggressive Thundercloud, Burning Gaze, Flurry of Snowballs, Inflict Moderate Wounds, Pinecone Bomb, and Stricken Heart.

Some of these spells are going to be better than others, but at least there are a few options.


Someone suggested stacking Invoker with Winter Witch. They do stack but would it be a good choice to do so?


The witch really shines using single target hexes, area effect spells, and rounding that out with summon monster.

That’s said, the full winter witch gives you overlapping blasting and debuffs that add up to a solid package.


Heather 540 wrote:
Someone suggested stacking Invoker with Winter Witch. They do stack but would it be a good choice to do so?

The two archetypes appear to be free from conflicts and should be okay to use together.

Now, is it a good idea? Maybe. You lose out on 4 hexes, get your first hex at 2nd level (and next a 6th). And you cannot learn any fire spells. That is going to limit your ability for blasting a bit, because you can't even learn a fire spell and then use a feat or item to change the damage type to get around this limitation.

If you can/are allowed to go into the Winter Witch prestige class, I'd say go for it. Get to level 8 and then pick up the prestige class. It is a good break point.


That's a good point about the fire spells. I'd be relying on Chill Touch and Snowball a lot. I wouldn't even be able to get Shocking Grasp since that's only in the Elements patron.

I don't mind losing the hexes that much since most of them are standard action buffs/debuffs.

I don't see a reason I couldn't go into the PrC. The Winter Witch archetype gives everything needed to go into the Winter Witch PrC. Although I am wondering if I should wait a bit longer. The Invoker gets the ability to use two focuses at once at level 10.


Heather 540 wrote:
I don't see a reason I couldn't go into the PrC. The Winter Witch archetype gives everything needed to go into the Winter Witch PrC. Although I am wondering if I should wait a bit longer. The Invoker gets the ability to use two focuses at once at level 10.

Prestige classes (and their access) are entirely under the purview of the GM. This is why I said 'allowed', because the GM has to allow it.

Level 10 is a good break point too.


Ah, ok. Well, I can still build towards the PrC. If the GM doesn't want me to use one, I'll just use a different character. (Benefit of having so many.)

I'm looking at the page for the archetype Winter Witch. It's kinda funny how it says Vengeance is one of the patrons a Winter Witch can pick from when it has 3 fire spells. I think if I go this route, the Winter patron would be the best choice. If I decide not to, Elements is the best.

As for hexes, stacking the archetypes means I get a hex at level at 2 and 6. It looks like the Winter Witch PrC still gives you all the hexes regardless of if the archetype would lose it. So I would keep the level 16 hex even though Invoker loses it. I still lose out on the level 10 hex since I wouldn't be entering the PrC until 11.

Frozen Caress would probably be a good choice for the first one. It's a swift action for an extra 1d4 cold damage. Flight would be handy, as would Healing since they both would replicate a feature I'd otherwise have to spend as a spell.

The 5th level of the PrC says that once I can take a major hex (since you can technically enter the class at level 7), I have to take Ice Tomb, Hoarfrost, and Numbing Chill before I can take any other hexes. So I think I'll go ahead and take those at 12, 14, and 16 to get them out of the way.


Ok. So that's hexes more or less figured out. Now for feats. I'll want Spell Focus, of course, and Rime Spell is handy for a cold based caster. Spell Penetration too. A few other metamagic feats here and there.

In between those, I'll probably go with defensive feats. I don't think Weapon Focus works for spell attacks that aren't rays.

As for the familiar, I think I'll go with a fox since it can wear a belt and amulet.


Here is an odd suggestion, one that I've used in the past in another context, but for you it might be useful. Consider using Words of Power for your caster, or at the very least, take the feat Experimental Spellcaster. It will allow you to cast 'blasting' spells and modify their range or area on the fly. Here is the link to the subsystem of rules.


I'll take a look at it.

I just remember the feat that was suggested last time. Witch Knife. Another +1 to the DCs, though only with patron spells. I'll have to wait until at least level 3 to take that due to needing a masterwork dagger. It stacks with Spell Focus, right?


Heather 540 wrote:
It stacks with Spell Focus, right?

Yes, it does. Each of the bonuses that are called out do not have a 'type' associated with them. Untyped bonuses stack.


Cool. So that's Spell Focus, Witch Knife, Spell Penetration, Varisian Tattoo, Greater Spell Focus, Great Spell Penetration, and Elemental Focus. Not much room for other things, huh?


If you are set on pumping you DCs as high as possible, then no, there is not much room for other things. But I'd recommend NOT doing that. It is a form of hyper focusing that can get completely shut down by a single creature type (golems), and leaves other aspects of your character less fortified.

One of the reasons I recommended Words of Power, aside from giving you access to elemental magic free of the witch's generally lack luster availability, is so that you can tailor the saving throws that your spells offer, possibly manipulating the spell on the fly to target one of the creature's weaker saves.

Take my advice with a grain of salt, though. I don't often follow the advice of the online guides and reach for absolute optimization. Unless you are playing a specific power level of game, you are better off NOT being as powerful as you can possibly be (or anywhere close to it). Like in a game running Mythic rules.


Fair. Perhaps Spell Focus, Varisian Tattoo, and Spell Penetration alone would be enough?

I want to be optimized enough that I can contribute. I don't need to be absolutely optimized.


For *any* witch you should strongly consider being a half elf so you can get the 3rd level spell Paragon Surge. This gives you access to any hex for minutes/level. Many witch hexes are far too situational to choose as one of your feats, but are occasionally brilliant.

For a winter witch I also like sylph.

Feats I like for a witch (apart from your DC choices above) include:

Accursed Hex
Improved Familiar -- particularly a fairie dragon or sylvanshee
Improved Initiative -- hex an opponent before the rest of your party pummels them
Split Hex

And, just to repeat myself, I really like using hexes for single-target offense (slumber & ice tomb) and a combination of utility & battlefield control for my spells, e.g. Web, Euphoric Cloud, Glitterdust, Barrow Haze, Sleet Storm, Thorny Entanglement, Black Tentacles, Confusion, etc.

Cheers


Well, the race for this witch is pretty much set in stone. It's part of my character group and the Sylph is already taken with Hunter.


Ok. So I guess I'll go with Spell Focus, Varisian Tattoo, and Spell Penetration as my first 3 feats. I guess that should be enough for basic spell boosting feats. I'm going to save Quicken Spell for a rod due to the high spell level cost the feat would be.

If I'm not going to get other DC and CL boosting feats, then I'm not entirely sure what else to do. I'm reading that Words of Power thing but it's kinda confusing me. There are the basic defense feats like Dodge and Toughness. Brew Potion would be thematic for a witch. Definitely don't want to take other creation feats though. Except for maybe Inscribe Magical Tattoo. That seems neat. Unfettered Familiar might be handy.


Persistent Spell would be helpful with the spells that have a saving throw. And Spell Perfection isn't until level 15, but it lets me use the benefits of a metamagic feat without the downsides. I'll need one more metamagic feat though. Reach Spell would be a good one so I can actually do touch spells without actually getting in melee.


Ok, I think I'm going to go with this build:

Spell Focus, Varisian Tattoo, Rime Spell, Persistent Spell, Spell Penetration, Reach Spell, Greater Spell Focus, Spell Perfection, Elemental Focus, and Greater Elemental Focus.

Indomitable Focus and Seeker for traits.


There is a problem in your build if the target is in combat with an ally you will receive a -4 to the attack you need point blank shot and precise shot to not gain this penalty


Even with spells?


Yeap
The spell that request a ranged touch attack is still considered an attack so this penalty apply in combat


Guess Elemental Focus and Greater Elemental Focus are being tossed so I can put PBS and Precise Shot in for my first two feats.


I suggest this progression
Lvl 1 point blank shot
Lvl 3 precise shot
Lvl 5 Craft wand
Lvl 7 empower spell
Lvl 9 reach spell
Lvl 11 spell penetration
Lvl 13 greater spell penetration
Lvl 15 craft staff
Lvl 17 intensify spell
Lvl 19 quicken spell

Also if you add at least 1 lvl in rogue to gain the sneak attack and take the feat Accomplished Sneak Attacker instead of craft wand can go with the arcane trickster prestige class that is the best prestige class for blaster type


Eh, I still want to do the Winter Witch PrC. I can qualify for it without having to multiclass so I'm only going to lose out on a single level of spellcasting.

Luckily most groups use EITR so I'll only have to worry about Precise Shot when I put her in a game. I can put Elemental Focus back in or another metamagic feat. Either way, I think I've got everything I need for this gal. Just gotta do the stats and write down the sheet.


Personally, I also like the flavor of Winter Witch.

Presigious Spellcaster is also an option. Though it's up to you if that extra spell level is worth the two feats it takes.


Considering how full the build is, not really. Blasters take a lot of feats.


If you're doing Winter Witch, don't forget the scaling item Crystal Tiara.

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