There is a group I will be joining starting Pathfinder and I would like some advice. I was looking at the classes and abilities and this seems to be one I would enjoy and has the potential to be fairly useful. The DM isnt going to be ruthless on us, given that several of the players are new (I'm still new, only had a few sessions with a previous character before it disbanded because people weren't showing up), so you will see several choices that I want to make geared towards role playing rather than efficiency. If anyone is interested, I can post the character background I am working on and could get some advice on that, but that would be later.
This character would likely be played as a Debuffer, so that is my goal with these choices.
I do have some questions that would effect gameplay, however. How exactly does stealth work? I understand the basic concept behind it, and I saw the sniping section, but how does spellcasting work with stealth? Can you remain hidden as you cast spells (I understand that having a fireball streak out from your position would be a giveaway, but what about a mind effecting spell?). Also, what about Supernatural Abilities, such as the Revelations, can I use those from hiding and not be seen? It seems that this set up will be more efficient if I can do that. The Cloak of Darkness seems to promote hiding and casting spells/using skill from the hiding spot.
For the Misfortune Revelation, can you use it on allies? It only mentions creatures, which means I would be using it... a lot. If I could also use it on players, I would be able to help them by using it when they roll poorly to try and boost their combat abilities.
Can the Fortune Revelation be used more than once on a single roll? For example, if I am crafting something and I roll poorly. I use Fortune and still don't roll well enough, could I use an additional use to try a third time?
Race: Human (if the DM allows Aasimar, I would go with that instead)
Archetype: Dual Curse
Curse 1: Clouded Vision (chosen more for RP reasons)
Curse 2: Haunted (This one won't advance)
Diety: Norgorbor
Alignment: Lawful Neutral (RP Choice again)
Inflict Spell set
Traits:
Trait 1: Focused Mind or Theoretical Magician
Trait 2: Jaded (RP Choice), Deft Dodger, or Resilient
Swap one of the above with... Lost Nobility (RP again... but seems so useless)
Feats:
I am honestly not sure what to take here, especially at early levels. I would eventually like to take Craft Magical Arms and Armor, but I do not think that is important right now (the Fortune Revelation would help though). In some ways, I want to pick up an Exotic Weapon proficiency and get a Falcata, but I do not see myself running headfirst into combat, making that choice seem foolish. Heighten Metamagic may be useful for making the early spells harder to resist, but is it worth it?
Skill Choice
Stealth, Intimidate (or Diplomacy), Spellcraft
Are there any others I should work towards? If I remain at 10 Int, I should be able to get one more skill.
Revelations: These were the early ones I was thinking of taking. Anyone have advice on a different order/different Revelations to take?
Level 1: Misfortune
Level 3: Gift of Madness
Level 5: Fortune
Level 7: Cloak of Darkness
Spells: I have no idea what to take.
I know I should get some Cure spells, but I do not want to be the primary healer (and I think someone else is already planning to)
Here are some that I thought may be useful...
Level 1: Murderous Command (combined with the ability to confuse people from the Revelations...)
Level 1: Doom
Level 1: Burning Disarm (used in Conjunction with Oracle's Burden, which will now cause items to drop further away, withdrawing a stored item to take a standard action, and reduce their sight to 30ft)
There are some spells that seemed like fun to use for Roleplaying purposes.... like Enter Image. As I... sorta stated earlier, my character is an ex-noble. If he were to able regain his nobility (and take the Leadership feat), I would try to convince the DM to grant my character some land. As he would still be an adventurer, I would like to then appoint a Seneschal. Being able to maintain contact with the Seneschal through the Enter Image spell would be an interesting ability. The spell is rather limited in range though. Is there a similar spell with much more range (at level 20, its only 1000 ft)?
Equipment:
Weapon: As I mentioned before, I am tempted to go with a Falcata, but that seems pointless in some ways. A weapon cord may be a good additional item to take... to try and counter Haunted.
Shield: Buckler... so I can use the shield still while casting spells with that hand/use a wand.
Also, if I am allowed, Wrist Sheath, for drawing the Wands I can use quicker.
I wanted to save for a Wand of Cure Light Wounds if I didnt take that as a spell.