Okay this one had me going around the house going "classic witch... classic witch" I read a lot of books and I mean a lot mostly fantasy and witches come in many many flavors so started with some key words you gave "into herbalism, poisons and ritual magic", "caster", "solo", and through out the idea that a witch is just a female Warlock. A Witch in my experience is not just a caster of spells but entreating the forces in the world to bend to her will and setting up her foe for the kill be it poisons to slow and weaken or a trap to get them where she wants them for the final blow not always a spell but sometimes likes to get up close and draw blood, and feed them to her dark familiar. Above all she must have a Crystal Ball.
So with all that in mind here is the " Hermit Witch"
Code:
Character Plan by DDO Character Planner Version 04.28.01
DDO Character Planner Home Page
Level 28 Chaotic Neutral Human Male
(2 Rogue \ 18 Druid \ 10 Epic)
Hit Points: 332
Spell Points: 1279
BAB: 14\14\19\24
Fortitude: 13
Reflex: 13
Will: 20
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 28) (Level 28)
Strength 8 8 8
Dexterity 11 11 11
Constitution 14 14 14
Intelligence 16 16 18
Wisdom 17 24 28
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 28) (Level 28)
Balance 4 7 17
Bluff -1 -1 7
Concentration 4 23 31
Diplomacy 3 3 11
Disable Device 7 26 34
Haggle -1 -1 7
Heal 5 29 37
Hide 0 0 8
Intimidate -1 -1 7
Jump 3 4 14
Listen 3 9 17
Move Silently 0 0 8
Open Lock 4 20 28
Perform n/a n/a n/a
Repair 3 4 12
Search 7 26 34
Spellcraft 5 25 33
Spot 7 13 21
Swim 3 3 13
Tumble 4 4 14
Use Magic Device n/a n/a n/a
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Heal (+2)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spellcraft (+2)
Skill: Spot (+4)
Skill: Swim (+4)
Skill: Tumble (+4)
Feat: (Selected) Insightful Reflexes
Feat: (Human Bonus) Single Weapon Fighting
Level 2 (Druid)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spellcraft (+2)
Level 3 (Druid)
Skill: Concentration (+4)
Skill: Search (+1)
Skill: Spellcraft (+2)
Feat: (Selected) Maximize Spell
Feat: (Druid Wild Shape) Wild Shape: Wolf
Level 4 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+2)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 5 (Druid)
Skill: Concentration (+1)
Skill: Heal (+4)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 6 (Druid)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Empower Spell
Feat: (Druid Wild Shape) Wild Shape: Bear
Level 7 (Rogue)
Skill: Balance (+3)
Skill: Disable Device (+3)
Skill: Jump (+1)
Skill: Open Lock (+4)
Skill: Search (+1)
Level 8 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Search (+1)
Skill: Spellcraft (+2)
Level 9 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Improved Single Weapon Fighting
Level 10 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
Level 11 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 12 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Spell Focus: Evocation
Level 13 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Druid Wild Shape) Wild Shape: Dire Bear
Level 14 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 15 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Greater Spell Focus: Evocation
Feat: (Druid Wild Shape) Wild Shape: Water Elemental
Level 16 (Druid)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 17 (Druid)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Heal (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spellcraft (+1)
Level 18 (Druid)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spellcraft (+1)
Feat: (Selected) Greater Single Weapon Fighting
Level 19 (Druid)
Skill: Heal (+2)
Skill: Open Lock (+3)
Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
Level 20 (Druid)
Ability Raise: WIS
Skill: Disable Device (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Level 21 (Epic)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 22 (Epic)
Level 23 (Epic)
Level 24 (Epic)
Ability Raise: WIS
Feat: (Selected) Epic: Epic Spell Focus: Evocation
Level 25 (Epic)
Level 26 (Epic)
Feat: (Epic Destiny) Arcane Sphere: Epic Spell Power: Cold
Level 27 (Epic)
Feat: (Selected) Epic: Master of the Wilds
Level 28 (Epic)
Ability Raise: WIS
Feat: (Epic Destiny) Arcane Sphere: Hellball
Level 29 (Epic)
Feat: (Epic Destiny) Arcane or Martial Sphere: Arcane Warrior
Level 30 (Legendary)
Feat: (Epic) Blinding Speed
Feat: (Legendary) Scion of the Plane of Air
Enhancement: Human - Human Versatility: Damage Boost (Rank 1)
Enhancement: Human - Human Adaptability: Wisdom (Rank 1)
Enhancement: Human - Human Versatility: Skill Boost (Rank 1)
Enhancement: Human - Improved Recovery (Rank 1)
Enhancement: Human - Traditionalist Caster (Rank 1)
Enhancement: Human - Traditionalist Caster (Rank 2)
Enhancement: Human - Traditionalist Caster (Rank 3)
Enhancement: Season's Herald (Drd) - Seasoned (Rank 1)
Enhancement: Season's Herald (Drd) - Time (Rank 1)
Enhancement: Season's Herald (Drd) - Tide (Rank 1)
Enhancement: Season's Herald (Drd) - Sunburst (Rank 1)
Enhancement: Season's Herald (Drd) - Storm of Vengeance (Rank 1)
Enhancement: Season's Herald (Drd) - Beguile (Rank 1)
Enhancement: Season's Herald (Drd) - Beguile (Rank 2)
Enhancement: Season's Herald (Drd) - Beguile (Rank 3)
Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
Enhancement: Season's Herald (Drd) - Produce Flame (Rank 1)
Enhancement: Season's Herald (Drd) - Produce Flame (Rank 2)
Enhancement: Season's Herald (Drd) - Produce Flame (Rank 3)
Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
Enhancement: Season's Herald (Drd) - Action Boost: Spellpower (Rank 1)
Enhancement: Season's Herald (Drd) - Action Boost: Spellpower (Rank 2)
Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 1)
Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 2)
Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 3)
Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
Enhancement: Season's Herald (Drd) - Call Lightning (Rank 1)
Enhancement: Season's Herald (Drd) - Call Lightning (Rank 2)
Enhancement: Season's Herald (Drd) - Call Lightning (Rank 3)
Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
Enhancement: Season's Herald (Drd) - Crown of Summer (Rank 1)
Enhancement: Season's Herald (Drd) - Time and Tide (Rank 1)
Enhancement: Season's Herald (Drd) - Strength of the Solstice (Rank 1)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 2)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 3)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior Wisdom (Rank 1)
Enhancement: Assassin (Rog) - Knife in the Darkness (Rank 1)
Enhancement: Assassin (Rog) - Ice Chill Poison (Rank 1)
Enhancement: Assassin (Rog) - Sneak Attack Training (Rank 1)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 1)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 2)
Enhancement: Assassin (Rog) - Venomed Blades (Rank 3)
Enhancement: Harper Agent - Agent of Good (Rank 1)
Enhancement: Harper Agent - Intelligence (Rank 1)
Enhancement: Harper Agent - Harper Enchantment (Rank 1)
Enhancement: Harper Agent - Strategic Combat I (Rank 1)
Enhancement: Harper Agent - Know The Angles (Rank 1)
Enhancement: Harper Agent - Know The Angles (Rank 2)
Enhancement: Harper Agent - Know The Angles (Rank 3)
Enhancement: Harper Agent - Intelligence (Rank 1)
ED: Primal Avatar
Twist:
- [Evocation] Specialist
- [Evocation] Augmentation
- Technician
Notes:
So with spells like Entangle, Takedown, Sleet Storm, Snare, Sunburst, and the best Earthquake you can stop, slow, and blind your foes
With your lighting, fire, and cold spells you can kill or grievously wound you foes
And when they are wounded or stopped, slowed, and or blinded you can come in and finish them with your blade be it your flame blade Conjured with you magic (works off wis mod for dam & hit) or if foe resistant to fire your sword both coated in poison
Not only will you have a crystal ball but you will draw more magic from it then it would normally give (Human - Traditionalist Caster +9% spell power)
P.S. Hope this is what you where looking for if not or if you have any ? feel free to ask, and i will see what else I can do to make it the build you want.