Pathfinder Winter Witch Guide
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- Опубликовано: 19 авг 2024
- Welcome to D6damage. Today I’m going over a character build for the Pathfinder archane caster prestige class Winter Witch as well as the Winter Witch Architype. I will be discussing race choice (sylph), feats, ability score point distribution, spell choice and the witch hexes that compliment this class and character build. This class has a mix of high damage per second, support and debuffing.
Игры
A phenomenal spell that’s one of those obscure hidden gems in the spell list, Bone Fists. Flavor it as Ice jutting from you and your allies while cackling wildly.
First I would like to say thank you so much for taking the time to actually make something like this, I deeply appreciate it. I was recently introduced to Pathfinder by a friend and I remembered your video on the Tiefling Alchemist, and found immediate success and become the mvp of my group. Hell most of our more difficult fights which usually include swarms or large group of enemies fall to the power of my bomb selections and huge damage. This has opened my eyes to something I never would've known had it not been your intimate knowledge of the game, so for that you have my thanks. I'm definitely going to run this character in another campaign cause I love the idea and I like to be different from the typical, rogue, sorc, barbarian, etc. Keep up the amazing work and I can't wait to hear more of your advice, your knowledge is really refreshing and your advice is sound and interesting.
Raizen22 I'm glad to hear the Tiefling Alchemist worked out in an actual game and I will definitely keep producing more character builds. Also, with the Winter Witch, I don't think the cloud gazer feat is all that necessary. You might want to consider swapping it out for brew potion or something.
One thing that you seem to always forget to mention when talking about the air elemental is that if you use it like you describe, it provokes AoO from it's target, (and anyone else around them) as unlike Spring Attack, Flyby Attack does NOT negate the AoO from your target, which is a really good way to get your familiar killed.
You could potentially play a wyrm witch, winter witch. RP it as a white chromatic patron. Maybe through on an eldritch heritage for white dragon claws. Though you do miss out on ice magic class feature. Maybe your gm will allow you to just take the patron.
I agree, witches are generally pretty underwhelming although neat in concept. personally I've had the most luck with an Eldrich Knight Debuff witch who while wasn't super powerful, was very annoying to deal with.
I think I may make one of these as my backup for the skulls and shackles we are starting soon. I was going to make a witch anyway, but this sounds fun. Freezing water on the ocean would be fun.
This was amazing. I'm making a Winter Witch myself, but she's a Changeling. Together with a friend of mine and our characters are twins. He's a Druid with the Artic Archetype (The reason to take Changeling). I'd really suggest taking the Slumber Hex, since it'll let you make someone fall asleep without anyone knowing you did it (Something very nice, if you have the rule that carrying weapons and casting magic inside cities is forbidden). I'd also really suggest taking a dip in Crossblooded Sorcerer with any combination of the following Bloodlines: Boreal, Elemental (water), Primal (water), Draconic (Silver/White). It'll boost your Cold Spells for you. Another option is, as I've learned from a Magus, taking the Magical Lineage trait on Snowball, with the Intensified Spell Metamagic Feat. This way Snowball will stay hella usefull also in higher levels. Or you take the trait with Cone of Cold and take the Selective Spell Feat. You won't screw over your team mates anymore, but you'll have to wait until level 10 to get it. Or maybe Lightning Bolt with Elemental Spell. Lets you make it a Cold Spell, without increasing the caster level. Or any Cold Spell/Magical Lineage/Rime Spell combination. A quickened Ill-Omen is also nice, but only for later levels (Combine with Slumber for maximum effect).
Well, this is just how I made my Winter Witch, Neve (Nay-vee) Alvathan. Maybe this can help you too a little ^^
Great video, and a very good build. I took what you had an adjusted a little.
For level 1, I took Sorcerer (Crossblooded Archetype) for the White Dragon bloodline (+1 damage for every die rolled for cold spells) and Elemental (water) blood which gives you an elemental ray off the bat doing 1d6 of cold damage, and allows you to change the energy damage for any spell doing energy damage to cold. This gives the Winter Witch an amazing advantage.
Ensure that you take the Magical Knack trait, which essentially removes the fact that you did not take Witch as a class right off the bat. Plus having Eschew Materials is never a bad thing.
Thoughts, D6Damage?
Great job. Multiclassing with Sorcerer gives the witch a really good boost to damage and more casting options.
Exactly. It helped a lot with damage. The key to that working is the Magical Knack trait, though. You don't lose your Witch level.
From what I've seen though, as Winter Witches can't learn spells with the fire desriptor, there really aren't all that many Spells effected by the Elemental (water) Bloodline power (Lightning Bolt being the only contender). That's why I think going Primal (water) for an extra +1 damage per die.
i have so many disagreements that it is hard to begin.
race: half elf is best pick up the trait that gives you +1 hit point and +1 skill point per level in both of your favored classes (you will want 2 favored classes so that way your prestige class is a favored class). for your other feat pick up perception as a class skill with the +1 bonus (there are many choose your option). 2nd your first hex should be sleeping hex, your first level feat should be extra hex and you should pick up evil eye with it. take ray of frost if you want, consider chill touch, definately get cure light wounds, and ill omen assuming you are starting out at 1st level. your stat priority should be int, int, more int, than dex, con, wis, str, cha in that order (unless you have good stats in which case charisma is more important than a str score higher than 10). if your DM allows it take the monster feat ability focus (hex) at 1st or 3rd level.
the reason you want half elf is so you can take the other archtype of bonded witch (replace your familiar with a bonded item). the witches biggest weakness is their familiar, this archtype takes away that weakness and is only available to half elves. it also lets you upgrade the item as if you had the correct feat for crafting magic items. for your half elf bonus feat of skill focus i recommend perception or spellcraft (i value perception more, your mileage may vary).
i highly recommend that you read some of the witch guides out there. witches are anvils in the battle forge model, and can serve as secondary arms. your patron should NOT be winter (that is literally the worst patron). but rather a patron that offers utility in an arms role (party buffs > healing). your primary job will be spotting the enemy, winning initiative and controlling the battle early by removing important enemies from play or altering the battle ground. your job is to make it so that the enemies can't fight back.
for flavor pick up permanent debuffs such as blindness/deafness, baleful polymorph, flesh to stone, and the like that leaves survivors that can speak of the horrible horrible things you have done to people. a surviving enemy that can speak of atrocities you have committed will do well to serve your reputation of being cruel and unforgiving. thus ensuring that your enemies fear you. this is great for role playing a witch. later on you will also want to trap people in ice with your ice trapping hex and leave them frozen in the winter lands (don't do this with enemies that present a true threat to you).
anyhow witches are fun. pathfinder is fun, i recommend you look for the forge theory of battle with the hammer, anvil and arm roles. this will help you create an effective witch that isn't foolish enough to get into melee to use touch spells on people (a stupid tactic for an unarmored person with d6 hit dice).
You can't take the Winter Witch Prestige class if you took the Bonded Witch Archetype because it has the Winter Witch Archetype as a Prerequisite.
Sheogoroth It would be at the GM's discretion. "A character can take more than one archetype, but none of the alternate class features can replace or alter the same class feature of the base class." Both Archetypes alter the Familiar. I'd allow it.
You cannot choose prestige classes as favored classes.
Thanks a bunch for the video. Love the witch class in pathfinder.
If you take 1 lv of medium with archmage legend and spirit focus feat you can have +4 dmg with all spells, and with magical knack trait you will have full caster level, even offseting the one you lose in the prestige class. As a matter of fact 1 lv of medium is good for most builds, 2 levels if you wanna buff the whole party, or a whole army since shared seance doesn't have a max number of people.
A little bit of errata in your section on hexes. Evil Eye only lasts one round if the target makes a successful will save. Otherwise it's supposed to last 3 + Int Mod. It's Fortune and Misfortune that only last one round. That is, unless you cackle (eheheheh).
Evil Eye is cool though because you can keep debuffing your enemy w/ something else, lower ac first turn or something, next turn you can do something else to them, next turn another thing etc
Accursed hex is a good feat. It allows you to target an enemy a second time per day with your hexes.
Ratfolk could also work as Witches, they have -2 strength + 2 dexterity and +2 intelligence, Ratfolks are go to intelligence baced magic users for minmaxers
True they have excellent stats and all the benefits of being small size category.
I'd like to see you make a monk build
Shaman also can do this.
ur really good why dont u have more subs
You should swap out Frozen Curse for Cackle so that your Hex can last for longer than 1 round.
+Wizard Dragon That's not a bad idea Cackle is one of the better hexs
Correction: First hex = Frozen *Caress
Let it go~
So how would you handle spell components? Like, say for example Ice Spears. It requires a small stalagmite-shaped crystal. I'll admit I kind of fancy being able to cast what I can without any components required, but what would you suggest to keep the potential bother to a minimum?
+KyrosTheMystic There are two ways you can do it depending how picky your DM is. The first is to just buy a spell component pouch. Some components may not fit into the pouch, but unless your DM is really committed I doubt he will really check each spell component requirement you have. Or if you want to spend a feat, just take eschew materials. Neither one of these removes components with a specific gold cost. Just bear that in mind.
+D6Damage Thank you kindly! Took a quick look at the spells you suggested (as well as some others I had my eye one) seems Eschew Materials covers the cost for most spells till you start getting the level 5 and above spells.
On a side note, would love to see you delve into a Dragon Disciple build. :3 Dunno what your work schedule or plans are, but, I heard you mention in in the Top 7 races video (on the Merfolk) and it piqued my interest.
+KyrosTheMystic Yeah, Merfolk, Dragon Disciples are fun. The toughest part, I found, is getting a DM to let you use one.
I hear ya. Sounds pretty powerful. I have a nice DM at the moment. Didn't fuss when I made a Tiefling Paladin and took Fiendish Heritage so I could get a plus to my Charisma. I don't know why but so many DM's I've met in the past have this thing against Tiefling's that aren't evil or at least neutral.
Spell Components are fancy flavor. As long as you have a Spell Component Pouch, all your components without listed gold cost are covered as per the rules.
If the component has a listed cost, you need to keep track of those separately.
So does the air elemental gain ur weapon finesse bonus for touch spells? or is it just going off its own?
It has its own weapon finesse.
What movie is the first one
That's Jadis, the White Witch from Chronicles of Narnia.
Witches..... suck.
1) Both evil eye and misfortune hexes have a range of 30 feet. That's lethal to a spell caster without flight (vs melee only) or invisibility.
2) You're spending 2 rounds to cast a SINGLE spell with a slightly lower DC (1 to hex, 1 actual spell). Casting the spell 2 times is less risky and faster.
3) Any half-descent sorcerer or a wizard already is better than a witch. Either more spells per day, or more flexibility. If witches didn't have spell books, may be it could have been viable, but wizard is already doing better then a witch with a spell book.
So far, it can only be played for role playing purposes. Definitely under powered. If you want to try something different, get Magus.
I completely agree. The witch is quite a flawed class. It definitely got the worst of it when Paizo split the warlock from 3.5 into witch and alchemist. The shaman is basically their apology for the witch.
D6 why must you nerf casters wtf dude