LF Advice on a Wind Oracle casting focused character


Advice


Looking to make a Wind Mystery, Haunted Cursed, Half-Elf Oracle (and to be fully transparent - I have an aged up Airbending Avatar Aang image bouncing around in my head)

Anyway, I was looking at grabbing (via racial Skill Focus) Eldritch Heritage: Arcane for a familiar (eventually improved) and extra spells via this. I even considered taking maybe some other heritages, like Elemental Water or/& Fire - but that may leave me a little short of Feats for possibly useful meta magic.

Roughly:
Stats = Cha > Dex > Con > Wis > Int/Str

Feats =
1) Improved Initiative
3) Eldritch Heritage: Arcane - Familiar.
5) Combat Casting?
7) Improved Familiar
9) ? Metamagic
11) Improved Eldritch Heritage: Arcane - x3 Spells (? on picks)
13+) ? Metamagics, ? spell focus, etc.

I'm not sure how to make this effective though, nor really sure on the Revelation best to take early on.

Anyway, welcome all input - even if its saying this is a really bad idea!

Silver Crusade

While Aang woks better as an air kineticist, I love that someone is looking at making a wind oracle. I have a couple of thoughts if you are willing to hear them.

Wind Oracle to me screams Divine Thief. Plays perfectly well in either a caster role, or a melee one (would be my prefered). How important is a familiar to you? Since you are set on half Elf (which is great for the free skill Focus), I think Eldritch Heritage Shadow Bloodline would further increase the wind oracles nature ability to be a theif.

This is what I have come up with

Curse: Powerless Prophecy (new curse in monster codex and fits perfectly with the Rogue theme)

Feats:
HE) Skill Focus: Stealth
1) Weapon Finesse
3) Eldritch Heritage: Shadow
5) Slashing/Fencing Grace (Improved Initiative if you were getting an agile weapon)
7) Piranha Strike (if you picked a light weapon or if its non society play, a Rapier with an effortless lace wrapped around it)
9) Whatever
11) Improved Eldritch Heritage: Shadow

Dex > Cha > Con > Int > Wis > Str (dump) in this build. Could also take a level of Inspired blade swashbuckler at the very beginning to make you useful with a rapier immediately, and retrain it out once you can afford an agile weapon or the feat.

Trade out the feats for casting ones if you are set on playing a caster. Also Improved Eldritch Heritage Arcane for the level 9 ability got errata, and is no good any longer :(.

Hope that shows you a different way the character could be played.


Another few thoughts.

Pilfering Hand is a 2nd level cleric spell that you should definitely pick up. With that in mind, take a look at what you want from the haunted curse that can't be done with that spell. I'm fairly sure there are alternate ways to get mage hand at least, and UMDing a wand of silent image is quite a valid option, since the saving throw to disbelieve is only on interacting with the illusion (though different GMs might have different ideas of what "interacting" means).

Just thinking that since you specified a caster oracle, the blackened curse might be of interest to you for some minor firebending. Empower can make scorching ray quite potent, especially if combined at specific levels with caster level increases like the spell specialisation feat (requires spell focus evocation but that fits with your good wind spells anyway iirc). By the time you'd be reaching the CL cap for scorching ray you could have flamestrike to change the spell specialisation feat to, which is basically good for the rest of your career (though no reason not to also pick up blade barrier, easily reskinned to be in keeping with your theme and another good evocation spell).

I should also mention the spirit guide archetype, which could be used to get fire/water/stone spells added to your spell list each day.

If UMDing, a wand of unseen servant could also be fitting. Maybe a wand of whispering wind?

*edit*
If not wanting the blackened curse there's also the spell Admonishing Ray, which is like a non lethal force version of scorching ray that might be slightly more in keeping with a mature Aang's beliefs, and can also be combined with thr toppling spell metamagic (as feat or as a meta rod)


Eldritch Heritage: New Arcana does not work. Adding spells to spells known without adding them to your class list doesn't let you actually cast them.


Thanks for all the input so far, I should note that I am only really aware of the Core, APG, UM, UC, and only very recently the ACG books. The DM we will have I hear is quite new to DMing, but a long time player, so probably has more resources I can use if I know what they are from. The Kineticist is new to me, as well as blackened curse and Admonishing Ray - but I may have missed them.

Btw (and I may leave this character for another time), I do like the idea at least of a "Toph" earthbender-style, melee Stone Oracle, with blind fight feat, possibly focused around tripping & intimidation - if I can talk a DM into making my curse Blind, but with a 15-30ft Tremorsense (again, this may be a dumb idea, but I would appreciate thoughts if I should make a post on a build like this to make instead?)


I suggest Ancient Lorekeeper for

  • Enervation (at lvl 10 as a 5th level spell) coupled with
  • Improved Critical (Ray) (your lvl 11 feat, because of BAB 8) and
  • Vortex Spells (your lvl 11 revelation, because that's when it improves to 1d4 rounds).

At lvl 14 you can take Disintegrate as a 7th lvl spell.


Skyler Malik wrote:

While Aang woks better as an air kineticist, I love that someone is looking at making a wind oracle. I have a couple of thoughts if you are willing to hear them.

Wind Oracle to me screams Divine Thief. Plays perfectly well in either a caster role, or a melee one (would be my prefered). How important is a familiar to you? Since you are set on half Elf (which is great for the free skill Focus), I think Eldritch Heritage Shadow Bloodline would further increase the wind oracles nature ability to be a theif.

This is what I have come up with

Curse: Powerless Prophecy (new curse in monster codex and fits perfectly with the Rogue theme)

Feats:
HE) Skill Focus: Stealth
1) Weapon Finesse
3) Eldritch Heritage: Shadow
5) Slashing/Fencing Grace (Improved Initiative if you were getting an agile weapon)
7) Piranha Strike (if you picked a light weapon or if its non society play, a Rapier with an effortless lace wrapped around it)
9) Whatever
11) Improved Eldritch Heritage: Shadow

Dex > Cha > Con > Int > Wis > Str (dump) in this build. Could also take a level of Inspired blade swashbuckler at the very beginning to make you useful with a rapier immediately, and retrain it out once you can afford an agile weapon or the feat.

Trade out the feats for casting ones if you are set on playing a caster. Also Improved Eldritch Heritage Arcane for the level 9 ability got errata, and is no good any longer :(.

Hope that shows you a different way the character could be played.

What weapons will he fight?

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