Harnessing the Power of Seduction in Battle with the Pathfinder Seducer Witch

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A Pathfinder seducer witch is a mesmerizing and alluring spellcaster. Using their innate magical abilities, they are able to captivate and manipulate others, often with an enchanting charisma that few can resist. The seducer witch specializes in charm and enchantment spells, which allow them to bend the will of their targets to their own desires. Whether it be through seductive words or irresistible pheromones, they have a knack for manipulating the emotions and desires of those around them. In addition to their enchanting abilities, seducer witches also possess a deep understanding of the arcane arts. They are skilled in the dark arts of the occult, utilizing hexes and curses to further their own goals.



Items for a Seducer Witch?

I'm helping a friend build a seducer witch kitsune for our coven party for our upcoming run of Reign of Winter. I've helped them plan their feats and hexes, and I've looked at some traits, like Mediator.

Now I just need to find cool items for them to look for. I've got all the standard witch items, like the Cackling Hag's blouse, Shawl of the Crone, Corset of Dire Witchcraft, considering the Iron Collar of the Unbound Hag, and the threnodic rod, but beyond those standard witch items and the big six, what should they be aiming for?

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A whip, some manacles, candles. oh. OH.

Metamagic rods are fantastic. Extend, Empower, Maximize, Quicken, etc. If you're looking for just nice fun utility items, my usual choices are Traveler's Anytool, Campfire Bead, Immovable Rod(Good for the manacles).

What is their plan? Standard witch debuffer or anything more complex?

Anyway if they get more spells than the bare minimum then a stone familiar backs those up in case the real familiar is destroyed. A stone of alliance may help keep the real familiar alive.

A metamagic rod of persistent spell is expensive but effective. If they have an improved familiar which can use wands and they have the use magic device skill, then a wand of ill omen has a similar effect to that rod at a much lower price.

Dweomer's essence is a consumable to be saved for fights that need it.

avr wrote:

What is their plan? Standard witch debuffer or anything more complex?

They are actually planning to go enchantment and illusion, preventing combat by hiding the party and enchanting the combatants, max charm with a bit of heals. We have another witch in the party who is going to go the classic debuffer/controller. We also have a hexcrafter magus and a cavalier in case things go sideways.

Great idea with the improved familiar ill omen wand, they wanted to take improved familiar anyway so it also fits in nicely. I hadn't heard of Dweomer Essence or Stone Alliance, those are excellent.

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Seducer Witch screams to me about usage of Beguiling Gift. Find cursed items and then hand them over to your enemies, and then break out the popcorn and a lawn chair. High level Seducer Witches should consider getting Spell Hex to make Beguiling Gift on par with their Hex DC rather than their Spell DC, as well as having Heighten Spell as a MM feat.

Necklace of Strangulation? Scarab of Death? Needful Doll? Lots of possibilities.

And it doesn't have to be cursed items either, it can be anything you imagine. Honestly your own imagination with this is its own limitation.

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They are skilled in the dark arts of the occult, utilizing hexes and curses to further their own goals. With their expertise in witchcraft, they can inflict debilitating hexes on their enemies and even curse them with misfortune. One of the most intriguing aspects of a seducer witch is their ability to form a coven.

Seducer (Witch Archetype)

Sexuality is a difficult subject to broach with gaming groups, since you have to consider how each member feels about certain things. Some may want no sexual themes in their game at all, or to allow sex between characters, but gloss over it. A rare few may go to the opposite extreme as well.

All of these are entirely valid ways of viewing things and running games, and like many aspects of roleplaying games, you should understand everyone’s limits and work within them, both as a player and GM.

I say this because today we’re looking at an archetype that dips its toes into sexuality and conceptually cannot be entirely divorced from the subject. I speak of course, of the seducer witch.

The concept of beings of a mystical persuasion drawing those of the gender(s) of their choice into intimate encounters, sometimes as a pretense for more violent acts, is a classic trope in fiction and mythology. More specifically, today we’re looking at the classic image of the sensual enchanter/enchantress through the lens of old magic, the classic charming witch.

This archetype is primarily associated with The Green Mother, one of the fey demigods known as the Eldest and the patron divinity of every part of nature that lures prey. The light of an anglerfish, the sickly sweet nectar of carnivorous plants, the worm-like tongue of a snapping turtle, and yes, even the sensual wiles of a beautiful (or seemingly beautiful) person drawing in another into a trap.

It’s important to remember, however, that not everyone who enters the Green Mother’s embrace is killed or devoured. So too, not every seducer is necessarily a killer or a manipulator. Some may pay homage to divinities or spirits of fertility and passion, rather than of manipulation, behaving accordingly. What is important is that these mages, be they incredibly beautiful or simply charming beyond belief, know how to get what they want with charms both magical and mundane.

Rather than intellect and knowledge, it is their charm and force of personality which helps them empower their spells and entice that knowledge from their patrons, whom are universally of the deception, enchantment, plant, thorns, or trickery aspect.

Naturally, seducers are blessed by their patron with a hex of charming, and theirs is particularly potent, especially if the target holds attraction for the witch, more so if they have acted on that attraction with them recently.

Channeling passionate energies, these mystics can temporarily overwhelm others with a brief act of passion, typically a kiss. Like their empowered charm hex, this magic is harder to resist the more intimate the victim has been with them.

Finally, these witches never have to worry about privacy when offering their passions, conjuring a magical bower that blocks sight and sound (not to mention most mood-killing weather). The interior, while filled with conjured vegetation, is always soothing and inviting, bolstering the healing of those within. Furthermore, those that engage in acts of passion with the seducer while within find their bodies and minds briefly bolstered thereafter, though not against the magic of the seducer themselves.

Whether you play these witches as lethal lovers, benign sensual healers, or a mix of both, this is a great themed archetype for an enchantment-focused witch, though of course talk with the rest of the group to establish boundaries, as always. For this archetype, I can recommend a strong focus on enchantment-based feats, spells, and hexes, though don’t forget to also branch out for variety and coverage.

While enchanters that lack charisma exist, relying on their magic to garner allies or lovers, the charisma-based nature of this archetype guarantees that even the most homely of seducers sports an attractive charm in behavior if not in body, useful to know when building characters with it.

The rain-frenzy of the shark-like adaro people is well-documented, but few outside of their culture know of the other way that storms make their blood rise. The priestess of the Coral Burn clan, Injessa, is a creature of powerful muscle, passion, and curves. Should she be impressed with the strength of even an outsider, she might invite them to receive her boon, a treasured amulet with powers over the ocean, provided they can survive her.

Contrary to malicious stereotypes, Cenevere The Lover (The Harlot to her enemies) is a strong proponent of medicine and healing, making life safer for all, particularly those who share her other line of work. Her latest project is discovering a way to cure the curse-disease that torments the race of dragons known as taniniver.

Though called the “Lampad King”, the moody masculine fey prefers the grim solitude favored by the rest of his species. On those occasions where he seeks comfort from others, those unions with the powerful ruler of Nassovyre Caverns give birth to beautiful, yet sullen children of fey lineage, regardless of his lover’s gender.

Creative Characters – Ylara, the Seducer

Welcome back to Creative Characters. This time around we’ve got something special theme-wise. Double, double toil and trouble; fire burn and cauldron bubble…..that’s right, witches. In this case, all of our characters will be members of a coven, either full or multiclass witches, displaying the wide variety of possible builds.

For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages. They are also written so that they can be used as either NPCs or PCs.

Without further ado, the irresistible seductress, Ylara.

AC 16, touch 11, flat-footed 15 (+4 mage armor, +1 Dex , +1 nat)
hp 25 (5d6+5)
Fort +2, Ref +4, Will +6 (+2 vs ability damage, drain, or penalties)

Speed 30 ft.
Melee 2 claws +2 (1d4/x2)
Ranged 3 darts +3 (1d4/x2)
Special Attacks hexes(charm [DC 22*], seduction [DC 20/21], distraction[DC 20])
Witch Spells Prepared (CL 5th; concentration +9)

During Combat Not one who prefers conflict if avoidable, Ylara is nonetheless aware of how useful her particular talents can be in a fight. Tending to remain near one of the others in her coven, or even better…..behind them, she uses her abilities to distract, befuddle or otherwise cloud the minds of enemies, leaving them vulnerable to her sisters, more directly dangerous skills and spells. If pushed, she pushes back, often leading to her opponents willingly thrusting themselves into dangerous situations, or going to great lengths to protect her from harm.

Str 10, Dex 13, Con 13, Int 8, Wis 14, Cha 18
Base Atk +2 ; CMB +2 ; CMD 13
Feats Accursed Blood, Accursed Heritage, Seduction, Simple Weapon Proficiency
Skills Bluff + 14, Spellcraft (Int) +9 *+2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Languages Common
SQ patron spells, witch’s familiar(fox)
Magical Gear Headband of alluring charisma +2, ioun ring, ioun stone pink and green sphere (cracked), potion of cure moderate wounds, Non-magical Gear backpack, a bedroll, a belt pouch, dagger, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Coins 467 gp, 7 sp (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).

Fey Charm

Ylara’s charm hex is more powerful than that of most witches. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to her, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.

Object of Desire

Ylara adds +1 to her caster level when casting charm person and charm monster.

Otherworldly Allure

Ylara’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

Though born on the same day, Ylara comes across as the youngest of the three sisters that make up the heart of the coven and is accordingly treated as such. Absolutely stunning in her ravishing beauty, the young changeling is a contradiction, innocent to the point of almost simple-mindedness, yet easily demonstrating every bit of her green hag heritage in her ability to entice and manipulate those around her with minimal effort. In fact, it is largely her penchant for seduction that led to the sisters being run out of their home, having enjoyed the company of one too many married villagers.

Though her actions could be considered selfish, Ylara is almost completely without intentional malice. Her loyalty to her sisters, and the others of the coven, without question. Driven by impulse and urge, she is usually in the company of one of her “older” sisters, as much for her sake as that of anyone that should happen to catch her interest.

Pathfinder seducer witch

By joining forces with other witches, they can amplify their powers and perform potent rituals. This adds another layer of complexity to their abilities, as they can utilize the unique skills and magic of their fellow coven members to create devastating effects. However, it's important to note that a seducer witch's powers come with a cost. Their ability to manipulate and deceive others can lead to alienation and distrust from those around them. They must always be cautious and mindful of the consequences their actions may have on their relationships and reputation. In conclusion, a Pathfinder seducer witch is a master of charm and enchantment, using their alluring abilities to captivate and control others. With their knowledge of witchcraft and their ability to form a coven, they are forces to be reckoned with. However, they must always be aware of the potential consequences that come with their powers, as manipulation and deceit can have lasting effects on their relationships and standing within society..

Reviews for "A Seductive Journey: Leveling Up as a Pathfinder Seducer Witch"

- John - 2 stars - I found the "Pathfinder seducer witch" to be a disappointing addition to the game. The concept of a seducer witch seemed interesting at first, but the execution fell flat for me. The abilities and spells of the seducer witch didn't feel unique or powerful enough to make up for its lackluster gameplay. Overall, I felt like the class lacked depth and didn't offer anything truly exciting or engaging.
- Sarah - 1 star - I was really looking forward to playing the "Pathfinder seducer witch," but it turned out to be a major disappointment. The class seemed to rely too heavily on charm and seduction as its main mechanics, which felt shallow and limiting. Additionally, the spells and abilities offered by the seducer witch didn't seem very useful or impactful in combat. I ended up feeling like I was just a weak support character instead of a formidable witch. I was overall underwhelmed and wouldn't recommend this class to others.
- Michael - 2 stars - The "Pathfinder seducer witch" didn't meet my expectations at all. The concept seemed intriguing, but the execution left a lot to be desired. The class lacked versatility and felt pigeonholed into a specific playstyle. Additionally, the seduction mechanics felt superficial and didn't add much depth to the gameplay. I was hoping for a more well-rounded and engaging experience, but unfortunately, this class fell short for me.

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