Fiery flames of death, healing and fun! The Dot based Healer.


Advice

Dark Archive

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So with the 'revelation' that Fire Gods Blessing was not legal in pfs, I had to create a whole new character concept and find different inspiration.

Mayhem LeBurn:

Gnome Pyromaniac (Female?)
Oracle-Flame Mystery/Sorceror-Crossblooded.

Str:05 Dex:14
Con:16(18) Int:10
Wis:11(07) Cha:19

Wisdom (and possibly int) can be dropped to raise con to 18. Alternatively Dex can be higher as well.

Feats
Toughness
Improved Initiative
Glorious Heat
Burning Spell
Lingering Spell
Extra Revelation
(Spell Focus)
(Mages Tattoo)
If I could squeeze the last two feats in that would be wonderful. Maybe Toughness can go and possibly Extra Revelation.

Traits
Metamagic Master
Gifted Adept
Until I find something much cooler (and a spell to use them on).
Adopted/Pyromancer could work, too.

Revelations
Burning Magic
Gaze of Flames
Wings of Fire
Form of Flame
Heat Aura.

Arcane Spells
Any one of these:
Enlarge, Charm or Reduce person.
Or another Burning Hands. Will have a Ring of Spell Knowledge with Silent Image.

Divine Spells
Not selected.
Burning Hands, Flaming Sphere, Scorching Ray, Wall of Fire, possibly fireball are all on the list, though.

Gear
Cloak of Fiery Vanishing (or Resistance)
Feather Step Slippers (or boots of Escape)
Hat of Disguise
Mummers Ruff
Spellguard Bracers
Ring of Spell Knowledge I: Silent Image
Ring of Revelation (Lesser): Heat Aura or Cinder Dance.
Gloves of Reconnaissance
Heavy Load Belt (or +2/4/6 physical stat belt).
Blazing Robes
Tunic of Careful Casting or Shirt of Immolation.
Lesser rods of Lingering, Intensified and maybe Persistent Spell.
Skills and slotless items have not been decided. And a staff of fire would be cool, too. Lastly, no armor on the character yet (low str). Defenses will matter.

The cross blooded bloodlines are draconic and orc allowing Mayhem to deal 1 damage per die on any damage dealing spell, 1 damage per die on any fire damage dealing spell. This totals for +2 damage per die on any fire spell cast and those spells are all cast at +1 caster level and when cast, those spells heal an ally equal to the spells level while increasing their will save and attack bonus by 1, as well as setting the target on fire if they fail a reflex save from the spell, in which case they take damage equal to the spells levels for 1d4 rounds at the start of each round.

With fire gods blessing, this would be healing me for 1 HP/round as well (sigh).
If using the burning spell metamagic feat, those who fail their saves against these spells ALSO take 2x the spells level in damage at the start of their next turn. This seems to trigger the oracle burning magic revelation due to the metamagic feat description. Fun for everyone!

As you can see, the magic items selected help in a variety of situations but ultimately are themed. When Mayhem isn't blasting, she can infiltrate enemy territory and blast....or just gather info, thanks to her mummers ruff and hat of disguise. With the Gaze of Flame revelation and gloves of Reconnaissance, she can spy on enemies without them ever knowing, emulate their appearance and use that to her advantage. She prefers to have encounters indoors because of this (and because being indoors means she can burn the place down).

When cornered she relies on dealing more and more fire damage to a target in any way she can, resistance be damned! Failing that or with a situation like that approaching, she knows she cannot outrun anyone on the ground and uses her cloak (if we don't go with resistance) by making sure she and her target burn, or ideally has begun the fight in elemental form or in the air.

She also knows that everybody expects fire and that everyone and everything thinks they can handle it. With this in mind she uses lingering spell to test that theory (can you really handle it?). And since she can see through the flames she creates, this generally works out very well for her.

One thing I wish I could afford to do, is go dual cursed oracle, netting me an additional revelation slot, and then grab misfortune or free up a feat slot. Freeing up a feat slot allows me to remove toughness and take both spell focus AND mages tattoo increasing the DC of my fire spells by 1-2 points depending on their school. Failing saves is more important than damage since her spells deal damage 3+ times (initial cast effect followed by burning followed by spell lvl x 2 burning and possibly enemies entering lingering aoe). The main catch here is the loss of fireball if I take dual cursed. I see no easy way to circumvent it and get it back. Also not sure on which spell to apply her traits to.

Thoughts? What did I miss (besides having an ac and selecting divine spells?)

Dark Archive

Hmm, I wonder if the Burning Magic Quality makes the feat Burning Spell trigger? Likely not. Similarly, Burning Spell would provide infinite burn damage on it's own. So no multi-burning interactions, alas.

And to flesh out the spell list a bit:

Spell List:

Oracle Spells:

0: Virtue, Create Water, Spark, Guidance, Light, Enhanced Diplomacy, Resistance, Read Magic, Detect Magic.

1: Cure Light Wounds, Burning Disarm, Burning Hands, Murderous Command, Sanctuary, Shield of Faith, Sun Metal/Remove Fear?, I'll Omen (possible bonus).

2: Cure Moderate Wounds, Shield Other, Silence, Spiritual Weapon, Resist Energy/Oracles Burden, Scorching Ray, Flaming Sphere.

3: Fireball/Bestow Curse, Archon's Aura, Cure Serious Wounds, Chain of Perdition, Resist Energy Communal.

4: Cure Critical Wounds, Wall of Fire, Blessing of Fervor, Restoration, Spiritual Ally.

Sorceror spells
0:Prestidigitation, Message, Open/Close

1: Enlarge Person, Silent Image

I feel like she has a decent selection of offensive, dot, supportive and a hint of defensive magic. But it should be obvious that her primary defense is 'kill it with fire'.

My favorite spells are the action economy ones; flaming sphere, Chain of Perdition and Spiritual Ally, since those spells all allow me two, and even three spell effects to go off per round. Of course, I may need to have a positive Wisdom modifier for that since I am not sure if in PFS oracles use charisma for spells like these or not.

Lastly, Elemental Focus is a cheap way to up the DC's of my primary offensive spells, though, Spell Focus and Mages Tattoo seem very solid if I had room.

Is there any way to get fire shield or other neat fire spells on the list? I feel like I am missing one or two fire related attacks/spells or *something* and that could have to do with her revelation selection. Do I use her traits on any spell other than fireball (assuming I can even get it)?


Eldritch Heritage can give it to you. Also if you have a staff I think your "features" might apply to spells you use from the staff.

But what is your curse? I remember looking at this idea before, and I think I was going to take Blackened and train away duplicated spells.

You probably want to take Elemental Spell as well, because fire is a common resistance.

With Cinder Step I'm not sure you need Feather Step Slippers.

Also your AC is probably not something to write home about. Might want to consider a Ring of Protection and some armor. Even if you are not a front line kind of character, you might get attacked.

You also probably don't need all three of Chain of Perdition, Spiritual Weapon, and Spiritual Ally.

And well, when you need Cure Disease/Neutralize Poison it is awful when you don't have them.

Also Murderous Command is a will save. Unless you are some kind of specialist, or frequently deal with mooks, a first level spell like that isn't going to work much unless you are specialized in that kind of thing.

Dark Archive

I did more research and it looks like I could take tattood sorceror as well as cross blooded. If this is the case, I could take Elemental Spell, get Mages Tattoo and a familiar with alertness and +4 initiative. Although, to be honest, I am not concerned as much with fire resistance since she will be adding 2x the dice damage on the initial cast, and be casting at higher caster level than normal. Then there is the burning damage which follows, that, of course can be resisted much more easily. Hmm. Maybe a rod of elemental spell.

Seems like an awesome deal. Cinder step seems unnecessary since once I have the flame wings, I will be fine. I can use the slippers in the levels prior to flight access. But boots of escape seem like the ultimate choice (funds permitting) since I will have both 7 minutes of flight and 7 hours of elemental form (which has bonus movement speed), each day. It is more than enough for almost all of my encounters at level 8.

Some basic armor will work just fine since she has the heavy load belt. I had forgotten that the weight isn't as much an issue now. No, the ac won't be spectacular but she will have at least enough to be missed on low rolls.

Spiritual Weapon can be dropped in favor of keeping Chain of Perdition. Or vice versa. Since she is all about dealing nconsyant damage through many effects, the spiritual weapon would actually fit better, but the chains are a more powerful and useful option. Spiritual Ally can be directed as a swift action, the weapon, chains and flaming sphere require move actions. In a long fight, a stationary sphere, swift actioned ally and move actioned chains or weapon can be combined to great effect with lingering aoe's that inflict two sets of burning.

I have seen Murderous Command used in mid tier pfs games to great effect (and also seen it fail). It seemed like a solid option in a first level spell slot when blowing things up wasn't the best introduction. Murderous commanding the great sword wielding fighter seems more effective than nuking him depending on the circumstances. Also, I took it because it would be hilarious with a lingering burning hands or fireball when their nearest ally is inside the spells effect. This works just as well on rogues who also have low will saves. But I understand that the DC 16-19 will save won't be nearly as reliable as my DC 21+ reflex saves. But still, DC 19 will save or walk into a DC 21+ ref save aoe, take damage you previously avoided and attack an already hurting ally? Is there something better and more fun to pick at first level?

Her revelation is blackened. But the real issue with going dual cursed is the loss of fireball. Only easy way to stay on theme and recover the spell is with a staff of flame (which I want anyway). But it means being largely reliant or built on that piece of gear. The traits would likely be set to fireball as well (making the situation rather awkward logically).


You may find some inspiration here.


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More DOTS, we need more dots.....ugg.

Thanks warlocks, you caused another Onxyia wipe. You have to keep the Dots on it. And Bill, STOP breaking the whelp eggs@!

Dark Archive

No clue what you are referencing Duncan. Maybe wow?
Either way, I enjoy the idea of dealing damage over time while doing healing and spoke damage. It sounds fun in the scope of a pathfinder game where almost no one is built for anything like that.

@Lune Orc bloodline adds Orc subtype. If that isn't enough to qualify for Orc feats and spells then I don't know what is. Sadly, fire gods blessing is banned in fps play which kills some of my build. There is now no longer any need for me to focus on the Orc aspect beyond rp. The bloodline is a must since it works with so many of my spells.

So now the main thing is at which level do I take the sorcerer dip. Doing so before level 8 means I get only one 7th level revelation at 7 instead of two. In which case, which is more valuable? 7 minutes of flight/day or 7 hours of elemental body 1/day?

Another thing to consider is that increasing the caster level only spells via traits feels like a waste and they will eventually be less useful to me at levels 9+.

Magical lineage and metamagic master seem better. Even pyromancer adds +1 static which is ok. Also, goblin fire drum is cool but eats a move action each turn. Sucks with metamagic feats but adds damage to all fire effects, spells or not. Spell like and supernatural abilities don't count as spells (or was there a ruling somewhere that changed that?) so the traits don't work on them, sadly.

Anyway, the last and biggest thing is: fireball or dual cursed oracle? I can't have both. Fireball is just a ton of damage at range. Works wonders with initiative and is incredibly useful with my burning magic special ability and burning spells metamagic. However, dual cursed basically means I use burning hands and scorching ray (so only one spell to dot with) and I gain dark vision and a bonus revelation and a few other somewhat useful spells. Dual cursed encourages short range battlefield control and probably means I should ignore dot entirely since burning hands (my only ref save spell besides fireball) burns for 1 and again for 2 vs fireballs 3 and 6.

That also means I would have an open feat slot and an additional revelation slot. So a lot more options.

But fireball man...7 or 8d6+14 or 16 right out of the gates at 7th level. And the range...


If you want more healing potential you could look at the life necromancy wizard school. If you have that you can heal anyone targeted by one of your spells or included in the AOE.
If you buff yourself or your party you heal yourself. If you blast someone hurt by positive energy you deal additional damage. If you accidentally hit an ally, you at least heal them a bit.
But it would mean another dip.


Take flight over elemental body, it's way more useful and allows you to get around the battlefield faster., maximizing your potential burning hands, scorching rays, or regular healing.

Dark Archive

Life necromancer is pure gold. Makes her an in-combat healer. The bonus spells are nice, too. More burning hands (you know, or whatever)... :D

I noticed that her saves are going to be atrocious. Without cloak of resistance, I am not sure how to fix them. At level 7 or so she is looking at a +3 reflex save and a +4 fort save. Will is the only save that will be any good. Doubting that these numbers are enough. The Cloak of Fiery Vanishing and her solid HP combined with being a ranged character might be enough to mitigate her need to make saves at all. Plus, you know, style.


2 paladin levels?

Dark Archive

Lol, I considered the paladin dip but it really does not fit the character. I see her/him/it more as Lina Inverse from Slayers. Though, she may or may not have fireball.

Right now that decision looks like this.

The fireball

Pros: Fireball that deals 7d6+14 or 7d6+21 at 7th level DC 19+. On failed save 3 damage a turn for 1d4 turns. Heal any ally within 30 ft for 3. Metamagiced adds 6 fire damage at the start of the next turn. Works great with high initiative and when at range.

Con's: None really. Everything is fine.

The Dual Cursed

Pros: Additional revelation. Since gear and a feat were devoted to an additional revelation, can free up either slot or add a new one.

Access to Misfortune. Very powerful and handy.

Access to three new spells, a couple of which are rather useful.
Better and more frequent use of metamagic since they are used on low level spells.

Less reliant on high initiative (see con's), possibly freeing up a feat slot.

Con's: Loss of Fireball. Forced into short and close range damage dealing. Burning Hands and Flaming Sphere become my go-to spells. Burning dot effects are lower until firewall is learned. Healing dot effects are lower. Initiative not as important due to close range which means possibly going later in rounds. Loss of Fireball. Additional curse with no progressing benefit. Loss of Fireball. :)

I could always just rely on my low saves and deal with the effects of failing them. Only every few scenarios of high level tend to have save or suck. Some of the sucking is pretty bad, admittedly. Which is where killing the enemy, going first, and making them fail concentration checks if they do survive becomes more important. As does dropping lingering magics between us before they have a turn to target her. With the level of life necromancer and the familiar granting a +4 initiative, she might be fine.


@Dark Immortal - yes, I was referencing WoW.

On topic, are there any good fire spells that cause the target to burn for multiple rounds and take fire damage? I recall seeing one a while back.

Dark Archive

Wall of fire is the only one that comes to mind that is on the list the oracle gets. There is also FlaminG Sphere. You can deal the damage to somebody each round if they don't save and then let the burning and such begin. I would murder for acid arrow or something. I really want that burning over time effect a little easier. The only way I can think of getting some better fire spells is through Eldritch Heritage and arcane bloodline and waiting many levels. But then that means no metamagic feats or no improved initiative or toughness.


Too bad there is no Divine version of the Ring of Spell Knowledge.

Dark Archive

Well, there is the page of spell knowledge. But there would have to be a divine version of an arcane spell somewhere for it to work. So maybe a divine version of fireball (since oracles can get it with the right mystery) but not a divine version of an arcane spell with no divine class capable of emulating it somehow. That's my guess anyway. If that is how the page works, then it would open up many more options.


What you need, for a nice DoT, is heat metal via an Oracle of Metal. The other good one you need is frost fall via an Oracle of Winter and the Elemental Spell feat or some other method of changing the damage to fire.

Remember, blessing of fervor lets you extend the above spells (unless you metamagic frost fall) for free, doubling their duration.

Dark Archive

I looked Mayhem over (and not because of her 19 charisma) and come to see a few things I had not noticed or known about before.

For starters, her spells. Defending Bone, Protection from Energy and probably Protection from Evil need to find their way onto her list. She will lose either Chain of Perdition or Spiritual Weapon, and while the chain is stronger, Mayhem is built around damage over time. Spiritual weapon will deal 1d8+4 for free each round but Mayhem gets a +6 bab and -2 wis mod.

Mayhem knows Enlarge Person and later will have a ring with Silent Image. These are her two sorceror spells. However, are there better spells to pick? She only gets to know 1 and with a ring slot, an additional one...

Last thing regarding spells: Pyrotechnics is awesome. Heat Metal looks wonderful. Vengeful Comets is just totally cool (no pun intended). I am not sure there is a way for her to get any of these. Maybe via umd. Hmm.

Magic aside, I really like and want Form of Flame but it creates some difficulties: material components, no ac, activated gear not activating. Since I want to be a Seeker (Sorceror) I lose Eschew Materials and Form of Flame because a worthless headache. In fact, it becomes a penalty.

So now there is an open revelation slot.

Lastly, her skills, Keep in mind that she uses a Goblin Fire Drum, Mummers Ruff, Hat of Disguise, Gloves of Reconaisance and her Gaze of Flame Revelation all of which inspired this skill set.

Stealth. Non class. +4 size bonus. +2 Dex.
Bluff. Sorceror. +4 Char.
Perception. Sorceror Draconic Bloodline. +2 Gnome. -2 Wis.
Disable Device. Sorceror/Oracle Seeker. +2 Dex. +x class bonus. +1 Gnome Master Tinker.

Knowledge Dungeoneering. Non class. +1 Gnome Master Tinker, +1 int.
Knowledge Engineering. Non class. +2 Gnome Academecian. +1 int.
Spellcraft. Sorceror/Oracle. +1 int.
Intimidate. Sorceror/Oracle Flame. +4 Char.
Perform (Percussion). Oracle Flame. +4 Charisma.

Not sure how to use intimidate besides the rp element. Not sure how the flame mystery expects the oracle to use it, either. But it seemed flavorful and not munchkiny considering she could have taken diplomacy, instead.

All of these skills will not be maxed out. Disable Device, Stealth and Perception are her core competencies. Everything else is increased as needed.

Dark Archive

The fruit of this weeks labors. Pick it apart.

Mayhem HavokRain:

CG Male Gnome, Oracle 9(Seeker), Sorceror 1(Crossblooded), Wizard 1(Life Necromancy sub school).

  • Str: 5, Dex: 14, Con: 17
  • Int: 13, Wis: 7, Char: 19

Mystery- Flame
Curse- Blackened
Bloodlines- Orc & Draconic (red, brass or gold dragon).

Traits:
Magical Lineage (Fireball), Wayang Spell Hunter (Burning Hands).
Race Traits:
Pyromaniac, Master Tinker, Academecian.

Feats:
1 Noble Scion (Scion of War).
3 Lingering Spell
5 Extra Revelation (Gaze of Flames).
7 Glorious Heat
9 Burning Spell
* Alertness
11 Undecided (Improved Initiative, Toughness, Spontaneous Meta Focus, Elemental Focus, Additional Traits, Intensify Spell, Bouncing Spell and Selective Spell are all choices).
* see Special Abilities.

Revelations:
1 Burning Magic
5 Gaze of Flames
7 Wings of Fire

Skills:
Primary-Perception, Disable Device, Stealth, Bluff.
Secondary-Know. Dungeoneering, Know. Engineering, Perform (percussion), Spellcraft, Intimidate?

Equipment
Cloak of Fiery Vanishing (or Resistance)
Feather Step Slippers (or boots of Escape)
Headband of charisma +whatever death allows.
Hat of Disguise
Mummers Ruff
Spellguard Bracers
Ring of Spell Knowledge I: Silent Image
Open Ring Slot
Gloves of Reconnaissance
Heavy Load Belt (or +2/4/6 physical stat belt).
Blazing Robes
Tunic of Careful Casting or Shirt of Immolation.
Trap Stealers Rod
Goblin Fire Drums

Special Abilities:
Darkvision 60 ft.
Low light vision.
Light Sensitivity.
Pyromaniac- +1 CL on fire descriptor spells. +1 lvl higher for Flame Mystery effects.

Tinkering- Trap finding, including the ability to disarm magic traps.

Seeker Lore- +4 to all Concentration checks. +4 CL vs spell resistance.

Orc Bloodline- +1 dmg/die on any spell cast which deals damage.

Draconic Bloodline- +1 DMG/die on any spell cast with fire descriptor.

Touch of Rage- Standard action touch 3+ char mod/day gives +1 moral bonus on atk, DMG and will saves for one round.

Arcane Bond (Familiar)- Greensting Scorpion. +4 Initiative, Alertness.

Healing Grace- When casting any spell, targets, those caught in the area or those subject to an attack role from the spell may be healed an amount equal to the spells level. This healing harms undead and can be split between the subjects any way I choose.

Share Essence- Standard action touch usable 3+int mod/day to take 1d6 subdual and give equal amount in temporary HP to target for one hour.

Spells
Gnome Racial Spells:
0: Dancing Lights, Flare, Prestidigitation (all 1/day).
1: Produce Flame (1/Day).

Oracle Spells:
0: Virtue, Create Water, Spark, Guidance, Light, Enhanced Diplomacy, Resistance, Read Magic, Detect Magic.

1: Cure Light Wounds, Burning Disarm, Burning Hands, Murderous Command, Moment of Greatness, Shield of Faith (or Air Bubble or Ant Haul), Sun Metal.

2: Cure Moderate Wounds, Shield Other, Silence, Defending Bone, Pilfering Hand (or Darkness, or Communal Protection From Evil), Resist Energy, Scorching Ray, Flaming Sphere.

3: Fireball, Archon's Aura, Cure Serious Wounds, Chain of Perdition, Protection From Energy (or Speak With Dead or Dispel Magic).

4: Cure Critical Wounds, Wall of Fire, Blessing of Fervor, Aura of Doom (or Spiritual Ally, or Protection From Energy Communal).

Sorceror spells
0:Mage Hand, Message, Open/Close

1: Enlarge Person (or Charm Person or Snapdragon Fireworks or Grease), Silent Image (via ring).

The human version of the build lowers con by 2, increases Str by 2, loses low light vision, loses all pyromaniac spells and associated abilities, master tinker, Academecian, a point of ranged attack and ac and size bonus to stealth.

The human version gains a wider selection of good looking mini's to use, +1 skill point per level, more spell access as a favored class bonus (reducing the amount of 'or's' listed), a bonus feat (probably taking spontaneous meta focus- Burning Hands then), and +10 feat of movement speed.

All versions carry a rod of bouncing spell, selective spell and probably intensified spell.

There are a host of interactions between gear, feats and spells; some subtle, some less so. Many of these interactions make some Spells incredibly good, fun or thematic (earning the name Mayhem).

Please let me know if you see any flaws, problems or other issues. Or just provide a better suggestion. Some things are not set in stone (such as the potential +17 initiative modifier).


I am dotting this hardcore

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