TatterdWings's page

27 posts. No reviews. No lists. No wishlists. 1 alias.


RSS


GM said we should prepare backup characters so I decided I like playing an oracle but wanted to choose a different mystery and I really like the idea of the spell scar archetype. I'm leaning towards an almost typical Magical Hermit type who seems harmless and then you realize he's basically the eye of the storm and chaos ensues all around him.

So far... I've decided I'll aim for the Frenetic Curse so the elemental stances keep in theme but if DM shuts that down ill take blackened instead. I'm going for the elemental resistance revelation asap as well as taking the unscaythed trait. Assuming he would be comming in around level 8 or 9 i'd start off with 7 to resist the 4 base elements. Looking for ways to boost this with items if there are any, also haven't settled on a race, was thinking Aasimar until i realized the resistances won't stack, but might be nice as backup if i get debuffed.

I like mneumonic vestments because it helps with spell options, and i like boots of the earth because i plan on taking the spell resistance revelation so since it will be harder to be healed in battle that little bit of fast healing might be nice, and the standing still might be thematic for the whole eye of the storm thing :)

Still a lot of things to put together for him but any advice would be much appreciated, I'm new to Oracles


Arbane the Terrible wrote:

I hope it's not too obvious, but I'd recommend a Mnemonic Vestment and scrolls for more situational spells you might find useful at some point.

Edit to add - I missed this is a Mythic game, and the Heirophant mythic path has 'Inspired Spell' that pretty much gives you any spell you need on demand. (You did take that one, right? It's awesome.)

And yes, Boots of the Cat are good & cheap, and useful at least until you reach the Everyone is Flying levels.

Mnemonic Vestment does sound like an interesting idea :) and yes i did take Inspired Spell, seemed like a good idea at the time lol


nicholas storm wrote:

You may not be able to afford it yet, but rods of metamagic is where you can spend a chunk of your coin:

-selective spell; to prevent hitting your teammates
-empower spell; more damage
-dazing spell; for control

Thank you! Those sound like a fantastic idea :)


_Ozy_ wrote:
What kind of oracle, mystery/curse? What sort of role?

long story short, Mystery of Flame/Curse of blackening, and a tattoo'd BAMF that lights everything on fire and also occasionally heals people if he feels like it.


Melkiador wrote:
I usually prefer boots of the cat over the ring of feather fall. The boots are cheaper and there aren't very many good choices for the feet slot anyway.

I like the idea of using those boots, there really aren't many other good options and a good chunk of those are too situational


Paradozen wrote:
I'm a fan of getting a ring of Feather Fall, Feather Token Tree, Traveler's Any-Tool, and Wand of Obscuring Mist on characters when I have the wealth. The ring and wand can be solid defenses, the tool is just generally a useful item if you ever need one, and the tree token is a great counter to Swallow Whole (not to mention bringing down buildings, getting emergency cover, helping the druid use tree stride, blocking hallways, etc.). Otherwise gear will require specific info about the type of oracle you are making (curse, mystery, and general character role in and out of combat).

Thanks for the ideas but also i'm going with Mystery of Flame/Curse of blackened, to keep with a theme. He also ended up as a worshiper of Sezelrian but isn't currently evil and i'm going to attempt to keep him at least neutral. I plan on taking the typical cure spells but half of my party is capable of some form of healing others so i'd like to focus specifically on casting fire based evocation spells from my mystery/curse and a few extras i'll pick up along the way. He's also going to be a tattoo artist :) because why not.

I'm taking at least 5 feats that boost DC of my fire spells, and also a trait that does too, and ill be taking mythic spell focus and mythic elemental focus as my first 2 mythic feats to boost my DC even more. Basically he's a healer but i'm treating him like an AOE Sorc i guess.

Non-combat stuff; i'm going to have really high CHA, but there are also 2 bards in the party so i don't need to necessarily be the "face" of the party. Also my god (Sezelrian) is sending me on a quest to eventually unite some orc tribes or something like that.


1 person marked this as a favorite.

I'm starting a half-orc oracle at level 4 and mythic 1 in my dm's homebrew campaign. I have him fleshed out and everything is picked up through lvl 19 or so as far as feats and revelations and anything else important to the character development. The only thing i'm not sure about is gear because i've never played an oracle, or really any character that wasn't dex based because i like being sneaky.

Just wondering if there are specific items i shouldn't miss out on. Not so much about obvious stuff like headband of CHA and such, just the little things that i might glance over and miss since i'm not used to this type of character. Any advice would be greatly appreciated :)


To be fair, I only read the first dozen or so posts on this thread:

I've played as a gunslinger up to level 16, and my DM decided to let me dual wield double barreled pistols and after lvl 11 i was able to reload as a free action i believe. I don't remember all of the specifics but i remember hitting for anything from 90-440 dmg a round, and more than once one-shoting a boss. He was going to let me complete my build around lvl 30, basically 20 levels in gunslinger and the rest in alchemist so i could grow extra arms and more importantly use mutagens to buff DEX. I was also going to go with a Kasatha so i'd have 6 arms altogether so even though i couldn't use them all to fire in a round, i could hold specific guns for specific purposes and deal with threats as necessary.

Long story short the build became a headache because i had to roll too many dice every round in combat that it slowed down things for other players. It was also unfair because our other players were hitting in the 20's and 30's and sometimes i think one would pop up to the 50's but most of the other party members were built more for role-play than for combat, which is the primary reason my DM let it happen.


I should clarify that I've already mentioned the constant healing and how i plan to do it to the gm and he hasn't said no yet, also i wont have orc ferocity because as I have listed i'm taking some alternate attributes for flavor.

I also plan on taking the forge ring feat at level 7 and we will have a noble scion in the party that will help with the cost, also the campaign will be starting at 4th level so i'll have a little gold saved up already towards the 45k ill need in order to craft the ring. With the scion's help i'm expecting to have it done around 8th level. However the ring isn't even overly important to the build.

The whole point is that I want to be healing around 10 points every round just for flavor but i'm also gearing my character towards being an offensive caster throwing around fire spells at all times. I don't plan on doing too much healing, only as an option, because we have 2 bards in the group who are going to have companions who can heal, even though until later levels they will be a level behind the actual PCs.

I'm not making the character to be OP, just fun and flavorful. I know the healing isn't going to be very useful in later levels, and that's alright. Ive just had a bad run with a previous DM who liked killing off characters around level 3 so i want to guarantee that my character lives at least until level 10 or so. then if i need to build something new ill build something more OP :)


SO I decided to try and be self sufficient and make a new character that can heal itself constantly so it can focus more on healing others without worrying about dying in the process. But I wanted to make it fun too so...

Half-Orc oracle

Mystery of Fire:
Burning magic @ lvl 3

Curse of Blackened = extra fire spells

Worshiper of Nethys

Alternate Traits:
Sacred Tattoo / Shaman's Apprentice / Fey Thoughts

Feats:
1 Fire God's Blessing / Endurance
3 Diehard
5 Fast healer

Convincing DM to let me make infernal healing permanent, otherwise persistent vigor permanent. Eventually purchasing ring of regen.

FGB + fire spells + FH4 + fast healer + Ring = ~ 10-12 HP per round in combat once i've managed to deal fire damage to something, and about 9hp a round outside of combat.

Looking for ways to change/improve/refine the build :)

I was going to use branded curse instead of blackened but GM said no because 3rd party and it was weird. Would have added CHA mod to Fort :( oh well.

Any and all advise appreciated :)


Thanks again for all the help everyone, I'm just about done with the character, going to run it past my DM tomorrow I hope. We'll see what happens :)


Well I typically have been making "1 trick pony" characters, so my goal was to make as diverse a character as i could find. Something that is effective in all situations, whether they be on the battlefield or playing the party face. And less about damage and more about control of the battle. Right now i'm playing a gunslinger that basically just picks a target, blows it away in 1 round, rinse-and-repeat.


Shiroi wrote:
I'd consider life oracle, to emphasize the divine powers as further distinct from the sorc ones. You go all heals and buffs and ways to get back up with your oracle, and all damage and utility and ways to keep them down with the sorc.

That sounds like a plan :)


I'm also looking through the curses for the oracle, and i kind of like forsaken, I'm starting at oracle 14, so the nest level after i'll be unable to die apparently? If not then I can make the branded curse work. Since drow are typically chaotic evil and i'm going for lawful good, i can say that i was tricked by a fellow noble and cast out and as i wandered i was approached by a vestige of Iomedae and was branded on the arm by her as she touched me and for her blessing I work for her now or something along those lines.
plus fire resistance and the negative buffs i can put on opponents by branding them is interesting


I have another question. I've never made a divine caster, ever. With the oracle, does it have a "best" mystery? for instance most people seem to agree that the sorcerer's arcane bloodline is the "best" bloodline. And if not than if there are any mysteries that pair particularly well with the build i'm going with?

I'm looking into the oracle stuff now because I've done basically everything else, except narrowing down a few arcane spells and picking a handful more feats. I still have at least 4 weeks i think before having the character complete and switching to it from my current character so i'm trying to focus on one aspect every 2-3 days so ill have time to check over everything and make adjustments in the final week if i need to, like if my DM decides i can't make a Drow Noble and have to stick with Human etc.

Which brings me to another question, is there a place where i can search spells filtering by descriptor? i need to pick one spell per level as my favored class ability for sorcerer but because i'm going with drow noble it needs to have the descriptor of curse, evil, or pain. And since i'm attempting a weird-ish lawful good character i'm pretty sure i can't cast evil spells, at least not for flavor, but correct me if i'm wrong :)


Can't hurt to ask :)


Im not sure about specifics, but some rules he's already implementing are that we get a feat at every level regardless of class and race, and levels where we get bonus feats we also get those. That's the next thing i need to look into, 30+ feats to take. That's going to be a lot of work.

And everything we've been doing had been based on a 4 PC campaign with only 3 PC's so he's adjusted things around a bit.

I've never DM'd and this is only my 3rd campaign, but really only my first if you consider that we ended the first 2 campaigns a book or 2 early because my DM likes to incorporate the "Deck of Many Things" and it tends to break the game...Like when i became a half angel half demon were-bear Aasimar magus type character who had 2 lvl 18 greater fire elementals following me around as pets because i got married to an Ifrit princess or something.

I'll ask him what his plans are tomorrow when we meet up though :)


No not at all, that makes perfect sense now, i just never considered raising M T levels for Evangelist lvls, i didn't realize that was an option for some reason =/
Thanks so much for clearing that up for me =D
You're the best!


So far the planning stages are coming along splendidly, mostly thanks to your help :) I've narrowed it down to Iomedae or Desna, Still debating that one for the moment. The one thing i'm not sure about now is the math. I'm just trying to wrap my head around how the levels stack to net me 9th level spells in both arcane and divine. If i go with the 5/4/1/10 then i'll have 6 levels in arcane and 5 levels in divine, because mystic theurge adds to both, but unless i was reading it wrong, i think the evangelist only adds to one. so once i max MT, i'd have 15 levels toward arcane (7th level spells), and 14 levels in divine (also 7th level spells), but then i'd have to pick which one to put the evangelist levels towards, and the first level doesn't count apparently so that's only 9, so at level 4 or 5 E i'd have access to all of either divine or arcane spells, and then the other half of the levels would be wasted? The wording might just not be clear to me, and i'm also not used to multi-classing, I've only played 3 characters so far all of which were single class characters at least up through lvl 20, So I might just be wrong :(

I also realize in my example I added the levels backwards but the logic is still there. @ lvl 20 I'd have 5+1+9 levels of sorcerer and 4+1 levels of oracle? for the purposes of spell availability.

I just want to make sure I understand it because my DM would be asking me about how i came up with the numbers to make sure i'm not too broken :)


Thank you so much, I'd been wondering what to do after i finished those options, and if going back to sorcerer levels made sense or not. I might get some cool perks if i pick up a useful bloodline, but otherwise it looks like it wouldn't make sense. I'll most likely not be lawful good, however i haven't yet looked into which god i should pick if i go the evangelist route.
For now dipping into any of those sounds like a great option, though i would probably pass on the alchemist. I hope not to need the cognatogen bonus when my character is that high of a level.
If you have any advice about which gods provide the best bonuses that would be fantastic, but thanks again for all the help either way :)


Ooooh both of those options sound very interesting, thanks for the advice :)


Also, i was only considering a sorc because our current "party face" bard is going to be a kineticist and be our DPS since I plan on leaving the DPS slot open by switching away from gunslinger.
I realized a gunslinger 20/alchemist 6 would be GG basically all the time because with my build i'd be able to "hypothetically" do approx~36 points of stat damage to any physical stat every round. But he is starting to feel too much like a 1 trick pony at this point.

I should also mention we are in high fantasy, but we are also adding in tech gear, we're building a tech-base demi-plane and our party, currently gunslinger, bard, inquisitor, are all wearing powered armor... So things are going to get interesting really quick after 20.


I'm currently running an OP Gunslinger, we are on fast exp going through the children of westcrown campaign, but my DM designed his own campaign modeled somewhat after kingmaker, in terms of the maps and kingdoms and such. He says we will be level 20 at the end of our current campaign, and that we can continue with what we are building (currently going gunslinger/alchemist) OR we can change to anything we want after the final boss battle. I'm considering going with a sorcerer, but if im making the sorcerer lvl 20 right off the bat then I have no idea what to do from that point. do i take a few cleric levels and then make a mystic theurge? do i take a few rogue levels and make an arcane trickster? do i take a few pally levels and make an eldritch knight? I have no clue what direction i'd be taking it in after level 20 :( any suggestiong would be fantastic, up to and including just sticking with the alchemist slinger. :)


Thanks N.Jolly :)


I like the steampunk idea :) I can grow extra arms, and switch over to pistols, and throw bombs. The idea is growing on me. Maybe i can grow wings too and just rain death on my enemies from above :)

As for the firearms, Im technically using an advanced firearm, but it's just a rifle. My DM said no machine guns :( but that's alright, that would be wayyy too OP for the campaigns we're in. I think im going to go with LVL 11 gunslinger and then switch over to Alchemist.

The only thing is he said we're going to continue past 20, a whole campaign past 20. I'd have to assume hitting somewhere between 30-40 by the end, so should i dip into anything else first? should i take the slinger a little farther first? maybe 15/15 and then see how much is left from there? I really need to clarify things with my DM about how many levels i should be planning for.

Thanks for all the input though guys, it is all very much appreciated :)


I'm not sure how my DM wants to work it but he made it seem like we were going to progress normally, just taking levels in whatever we want while building up our kingdom.

I think casting would be great because this is my first non- casting character. (my first was a "spell-blade" Aasimar, my second was a sorcerer, this is only my third campaign) But as far as what kind of casting pairs best with a slinger i'm not sure.

Also, I wouldn't mind taking other classes before 20 but since i'm already 7 i might take the cutoff at 11, but i was looking forward to clustered shot which i think i wasn't going to take until 15. i'll have to look into if i can take it sooner or if i wont need it.


Hello :)

I was hoping for some input or advice for a specific situation.
I'm currently running a Slinger with a mosin-nagant rifle, just a generic slinger though, not a musket master.
Our DM decided that when we get through our current campaign we will be roughly lvl 20, but instead of just ending and starting a new campaign as usual, he wants us to continue our characters and we will be going into a kingmaker style campaign that he designed.

My question is what, in your opinion, would be the best things to multi-class with a Slinger that is already lvl 20?

Also my character is only level 7 but will probably be pushing 9 or 10 by tomorrow night. I've done a bunch of research but there are too many options.

I like the way you brought it down to numbers and efficiency while still keeping flavor. That being said, the most "efficient" options I've seen have been 1 level of witch and 2 levels of alchemist. Then i can grow 2 arms and a tentacle and animate my hair. The hair can't fire, but apparently it can reload. I went with a half elf but given the option to re-roll my character at or around lvl 20 i'd be switching it out for a Kasatha for even more arms.

Another option i've seen that i like is the shadow bloodline. It lets me cast deeper darkness that only i can see through, and also entangles everything inside. with that and enough guns, i could feasibly become a one man army.

The majority of what i've read mentions inquisitor as one of the best options, but my group already has one and i don't want to step on any toes, and i'd just prefer not to go with that anyway.

Any input would be greatly appreciated :)
Thanks