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Character Build: The Witch (FO4)

Tags: #Character Build Melee  #Fallout 4 Build  #Character Build Enhanced  #Character Build Infiltrator 
  • Member
    April 9, 2016

    Ever since Point Lookout released for Fallout 3 I have wanted to create a build that played on the supernatural elements within the Fallout universe. Fallout 4 presented us with enough options this time around that I felt it was time to finally try putting it together. This character will fit in well in the darker, more natural areas of the world, such as the southern swamps or the glowing sea, and may fit very well with the rural, irradiated area that will be introduced in Far Harbor. That said, let’s dive into what makes The Witch tick. 

    Story & Role-play

    The Witch lived a fairly standard life before the bombs fell, marrying a nice man and having a child together. She worked as an environmental lawyer and had very strong opinions about how humanity was destroying the natural environment. She had a background in chemistry as well as law and attempted to bring scientific studies about the effects of radiation on the environment to light, but to no avail. These beliefs were validated when the world came to an end, and as she was frozen inside Vault 111 she was flushed with anger and spite for humanity. The long freezing process left her brain in this state for over 200 years, altering her entire mental state. Upon being unfrozen the Witch saw how the world had been corrupted, and exploded with centuries of pent up rage. She swore vengeance upon humanity for their crimes against nature, and began her descent into obsession and madness. 

    Throughout her journeys, the Witch will spend her time moving back and forth between the city and the wilds. She feels at home in the wilds and will likely build a small hut in an overgrown area in the soy tern swamps. She will need to venture into the city to find other humans however, whom she hunts in revenge for the destruction of the world. She is not overly bothered about finding Shaun, as she focusses all of her being on revenge against humanity as a whole. If she does find him, she will likely not recognize him and will lash out. As she progresses, she will be called towards the strange and unnatural as well. She will work with the Cabot family to get the mysterious serum, and eventually Lorenzo’s Artifact. While she does not like Jack, she works with him in order to gain access to Lorenzo’s strange powers. She will inevitably be drawn towards the nearby Dunwich Borers during this quest, where she will discover that there are other powers in this world that seek to punish the human race. It is in these depths that the Witch will find her patron: Ug-Qualtoth. Awakened by the arrogance of man, he felt the Witches hatred and offers her great power in return for her service. She happily accepts, and in return is given Khremv’s Tooth, a dark relic of untold power. From here on the Witch will be motivated by the whims of her master, and can potentially join any of the factions based on his will. 

    The Institute or the Railroad are the most likely factions for the Witch. The Railroad is usually more accepting of the more eccentric people of the wasteland, and their actions help out non-humans, rarely help humans, and rarely conflict with mutant creatures of the wastes. That this faction leads to The Nuclear Option might fit the will of her god well. Conversely, the Witch might use her scientific background to join the Institute and ensure that they continue to harm the wastes above while they “improve the human race” below. She would pretend to support their goals while really aiming to ensure that their methods caused as much harm as possible. 

    The Witch does not feel the need for companionship and despises other humans in general. She may bring Strong along with her as a more permanent mutant slave, but that would disable her Lone Wanderer effects, so this is inadvisable. 

     

    Stats & Perks


    Starting Special Stats

    S - 1

    P - 5

    E - 6

    C - 7

    I - 6

    A - 2

    L - 1

     

    Level 50 SPECIAL Stats

    Strength: 2

    The Witch does not have high base strength, as her powers do not come from sheer muscle mass. She will rely on buffs from consumables and other items to attain high melee damage. 

    Perception: 6

    6 perception allows the Witch to see what other cannot, especially in the dark. 

    Endurance: 9 

    The Witch has an unnatural level of resistance to the world around her. She does not require strong armor due to her high base health and use of buffs. 

    Charisma: 9

    She may prefer the wastes over the city, but she has the tongue of the devil. She uses her dark powers to twist the living creatures of the world to her whims. 

    Intelligence: 7

    The Witch is not unintelligent, but tends to have a very specific set of areas that she excels in. Her background in chemistry shines through here. 

    Agility: 3

    While somewhat clumsy, the Witch can still move quietly when she needs to.

    Luck: 2

    Who needs luck when you have the Old Gods at your back?

    All SPECIAL Bobbleheads are used on this character, and the Your Special! book found in Sanctuary is applied to Endurance. 

     

    Level 50 Perk Set

    Big Leagues (5)

    The Witch increases her skill and bloodlust to do more damage with her dark blade.

    Demolition Expert (4)

    Her chaotic powers and scientific knowledge allow her to amplify the power of explosions. 

    Night Person (2)

    As a creature of the night, the Witch can see in the dark and is more alert. 

    Chem Resistant (2)

    The Witch knows how to manipulate her own drugs in order to remove the negative side effects for herself, and has also developed resistance against the long-term effects of addiction.

    Cannibal (2)

    More for roleplaying than Utility. Feed on the rarest of flesh. 

    Ghoulish (3)

    Radiation is a gift of the Old Gods. Like other things that are poison to most, radiation is a boon to the Witch.

    Lone Wanderer (3)

    The Witch is a loner at heart and abhors the company of other humans. The damage resistance is necessary for such a lightly armored build.

    Animal Friend (3)

    She bends the natural world to her every whim. Beasts sense her powers and either go savage or are enslaved to her cause. 

    Party Girl (2)

    With her chem resistance, alcohol barely effects her mind. She uses her special brew to vastly increase her melee potential.

    Wasteland Whisperer (3)

    The Witch is a master of all that goes bump in the night. Deathblows, ghouls, and mutants will follow her in order to complete this world’s transformation. 

    Medic (2)

    Purely a utility choice. The Witch should balance between using stimpacks and eating meat to regain health. 

    Science! (4)

    Used to upgrade the Gamma Guns and to craft Plasma Grenades. 

    Chemist (4)

    Using her old-world knowledge of chemistry and other forms of science, the Witch can concoct powerful brews and tap into the primal power of radiation weapons. 

    Sneak (4)

    Lost quickly in the dark, the Witch masks her movements and never lets her prey spot her until it is too late. 

    Scrounger (4)

    The Witch is a master of finding what she needs for her tasks, as if her hand is led by unnatural forces. At times she is even blessed with extra ammunition in the middle of a fight. 

    +1 Endurance

    +1 Charisma

    = 49 Perks

     

    Armor

    Children of Atom Green Robes. Provides a nice look and some rad resistance. Any robes can be used but try to avoid ones with the colander strapped to the front for aesthetic purposes. 

    Green Hood when around other people to help hide her identity.

     

    Weapons

    Khremv’s Tooth

    This will be the primary melee weapon for the build. The Witch will find the weapon derp within the mining operation of Dunwich Borers, and is one of the primary means through which se communicates with the Old Gods. She uses the weapon from stealth when she can, but will often be forced to fight head on. Chems such as Fury, Psycho, and Buffet will help her to survive and to deal more damage, along with the drink Dirty Wastelander. Between all of these here 2 strength is rocketed up close to 10, and her melee damage goes through the roof. 

    Lorenzo’s Artifact Gun

    This will be the Witch’s primary ranged source of damage. Very powerful, very good at staggering large enemies. The idea is that the telekinetic effect is a projection of the Witch’s powers. The small magazine size helps proc Scrounger rank 4 more often as well. 

    Plasma Grenades

    These grenades leave a green plasma mist in the air which damages enemies greatly and over time. It can be role-played that this is some kind of evil energy or toxicity. 

    HaluciGen Gas Grenades

    While these are in limited supply, they should be found and used when large groups of enemies are found in order to create chaos. It is recommended to eventually replace these with a weapon with the frenzy effect. 

    The “Good Intentions” laser rifle is a good option for this, building it to max out its range and accuracy but minimize its damage. For roleplaying this could be considered some kind of mind-scrawling device that the Witch found and began to use during her travels. 

    Syringer Rifle

    This is used more as a utility weapon than as a major source of damage. Frenzying targets is useful, paralyzing them as well. Keep a variety of stringer ammo types on hand for different situations. 

     

    Consumable Usage

    Fury

    Jet

    Mysterious Serum*

    Buffout

    Psycho

    Combinations

    Dirty Wastelander

    Whiskey

    Bourbon

    * Mysterious Serum will be a limited resource for this build UNLESS you want to give up Lorenzo’s Artifact. I do not recommend this personally, but it is an option for a more melee oriented Witch. There will be 12 of these serums available through the Cabot quest line if the Artifact is taken as the reward. 

     

    Playstyle

    The Witch uses a mixture of melee, ranged explosives, and behavior-altering compounds in order to kill her foes. Using stealth to approach situations, she will usually start by taking whatever combination of chems best fits the situation. Initiating with Blitz and Khremv’s Tooth is often a good way to start, and by following up with jet and fury boosted swings she can clear the field with superhuman speed and strength. If multiple enemies are bunched up it may be wise to lob in an explosive, such as a molotov in the early game or a plasma grenade in the late game. Using stringer ammo to frenzy or paralyze a strong foe can also be a great way to initiate. If the fight is not going well Lorenzo’s Artifact is a good backup weapon, as it can stagger foes and tear them apart. This weapon is great at removing the protective shell from mire lurks. Using any nearby creatures to your advantage with Wasteland Whisperer is always a good idea, especially with powerful Deathblows or Radscorpions. If all else fails, pop some chems and hide, then at some raw meat to regenerate health. 

     

    Closing Notes

    That’s all for the Witch! I hope that someone finds it enjoyable! Let me know of any changes that might be good for the build, I’m open to criticism on all parts of it. 

  • Member
    April 9, 2016
    Probably one of the best back stories so far. And a compelling role play for sure. Just a critique as for presentation - maybe a few more pics or gameplay video could spruce it up. Screenshots. Something to draw the reader in. It's just a lot of text presently. Great work otherwise.
  • Member
    April 9, 2016

    Thanks. The backstory was actually thrown together pretty quickly to be honest, just something to finish it up and let me post. I can look for more images, but I haven't really played the build yet, I've got too many other characters as it is. 

  • Member
    April 9, 2016
    Nice build, makes me wanna see some lore on the old gods now O.o
  • Member
    April 9, 2016

    I wish there was more lore, but I guess they keep it intentionally vague. All we have is the info from Point Lookout with the Krivbeknih, the alter under the Dunwich Building, and the events that took place in Fallout 4 at Dunwich Borers. 

    That said, a lot of it is based on Lovecraft, so I'd look into his works for more tangential information. 

  • Member
    April 9, 2016
    Shame I gave my necronomicon to a friend a few years ago, never got around to reading it xD