Help with PFS Spontaneous Caster.


Advice


So, I have been running a PFS witch. So far I have to say I am not loving the Witch. Since I get a 'free' rebuild before I hit level 2, I figure now is the time to rethink the concept.

So right now, my thoughts are:
1) Gnome Heavens Oracle. Spell Focus Illusion, so that my Color Spray via Awesome Display is extra fun.

2) Gnome Varissian Tattooed Sylvan Sorcerer, Spell focus and tattoo for Conjuration. Sleep and Grease at level 1. (Greensting Scorpion familiar, and Roc animal companion)

3) Gnome Summoner.

4) Keep the Tiefling witch, and switch curse from Evil Eye to Slumber.

Thoughts?


How are you getting an animal companion, and a familiar?

Before any suggestions are made why don't you like the witch? The question is asked to make sure you don't have the same issue with another caster.


Tattooed Sorcerer: This gets me familiar.

Sylvan Sorcerer: This appears to grant animal companion.

One replaces 1st level bloodline power, other arcane power...

Sylvan replaces Fey only at level 15, tattooed replaces at levels 1, 7, 9. If I understand Archetypes correctly, the do not overlap, so I can use in conjunction with each other?

Edit Oops! Missed the line replaces Laughing Touch in the PDF, see it in the SRD though, helps when they are all linked and underlined... so I think I am eliminating Tattooed/Familiar.

Lantern Lodge

+1 @ wraithstrike

@ Jus me,
Why are you hating your character?
For example, you hate your witch cos:
1) Spell selection is bad
2) Can't RP with that character
3) The build is wrong/not optimized/ only works at later levels?
4) You prefer another character ideal, etc Summoner?

Tell us why, and we will try our best to answer. (try... lol.)


Things I like about witch:

  • I always have the action of Hexing.
  • with 1 19 int, I have a LOT of skills.

    Things I don't like about witch:

    • Have to memorize spells in advance (I recognize that this is comparable to the limited spells known by spontaneous casters)
    • fewer casts per day of spells (Largely made up for by Hex, but Hex is limited (generally) to once/target/day).
    • Constant paranoia about the loss of Familiar.
    • General squishiness.

    Bonus to Sorcerer (Sylvan):

  • Animal Companion is a much sturdier alternative to Familiar, with small sized hero, animal companion (Roc) can double as a fantastic mount!

  • More casts per day.

    Bonus to Summoner:

  • As above, and the Eidolon is almost a second character. Radically increases versatility.

  • Substantially less squishy compared to witch / Sorcerer

    Bonus to Oracle:

  • Substantially less squishy compared to the Witch.

  • One of my favorite low level spells gains HUGE lifespan (Colorspray)

    Things I like to avoid:

    MAD classes.

  • Dark Archive

    1. Sylvan replaces both the bloodline arcana and the 1st level power meaning it cannot be stacked with Tattooed Sorcerer.

    2. The squishiness of the witch doesnt go away from being a sorc (summoner does get less squishy though)

    3. You are aware you can "cheat" the familiar system by taking a level of Tattooed Sorcerer at level 2 as a witch and using the familiar tattoo ability make your familiar immune to damage and still provide all bonuses (and can be made into a familiar when you need it to memorise spells). Take Fey bloodline to get a +2 to compulsion subschool DC's.

    4. Combine evil eye and cackle for guaranteed saving throw reductions then throw out high DC compulsions to force the opponents to do your bidding (sleep, deep slumber, hold person, etc)

    Evil eye isnt limited hence why its one of your more powerful hexes, but even when they are limited to 1/target per day its still on average more spells than an equal level sorcerer (usually at higher DC's too as hex scales with level).

    Memorising spells I cant help much with although as you would have 1 sorc level you could take a few general purpose level 1 spells in there none with saving throws of course so you can get by with an 11 Cha (and have an insane number of cantrips)

    My recommendation is Witch X/Sorc 1 as it solves the majority of your issues.


    There is an item in Ultimate Equipment that takes care of the problem with losing your familiar, but it cost 500 gold. Of course that still leaves the issue of being squishy, and having to choose spells daily.

    Now I have another question. What do you want to accomplish with your character?


    I want to be in the battlefield control/utility department. I am unsure how PFS play goes in general, but I would like to take on the face role if I end up a cha based caster, or the textbook role if I end up an int based caster, assuming out of combat roles are important. . . I would like one craft/profession skill because I think it helps round out a character to have more of a background than 'I can cast spells', but at the same time, I don't want to go to the ridiculous levels of epic basket-weaver 3.5 craziness.

    Sorcerer, I would probably take Grease and Sleep at level 1, swapping out Sleep as soon as possible.

    With the Oracle, I would probably take Shield of Faith, Protection from Evil, and Sanctuary at first level. At level 2, I would focus on using buffs to keep myself safe, and use Color Spray as my primary for quite some time. I think I can sacrifice any spell for a cure spell.

    I think Blackened is the best curse for a caster focused Oracle. Burning Hands is great for swarms...

    @ Caedryn that is why I took Evil Eye as the first hex, despite it appearing inferior to Slumber most other respects.

    The problem I have with Gnome, despite it awesome flavor!, is its slow speed (20' is OUCH!).

    If I decide to stay witch, I think I will still rebuild to a 19 starting int (so the +3 makes Int even at the end for bonuses). At the moment, I think all my stats are even, which appears to be a waste.


    So you have more apt comparisons, here are the builds I worked out:

    (Note! Stat blocks for all the builds, except Sorcerer, reflects Medium Encumbrance. All characters will typically be at medium until/unless combat, at which time pack is dropped, and light encumbrance.)

    Oracle and Cleric skill blocks reflect not only the encumbrance issue above, but the Armor Check penalties.

    Concept: Sorcerer:

    Gnome Sorcerer (Wildblooded) 1
    NG Small Humanoid (gnome)
    Init +4; Senses Low-Light Vision; Perception +1
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 8 (1d6+2)
    Fort +2, Ref +2, Will +1; +2 vs. illusions
    Defensive Abilities Defensive Training
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +3 ranged touch):
    1 (4/day) Sleep (DC 15), Grease (DC 15)
    0 (at will) Ghost Sound (DC 15), Detect Magic, Message, Light
    --------------------
    Statistics
    --------------------
    Str 8, Dex 14, Con 14, Int 12, Wis 8, Cha 19
    Base Atk +0; CMB -2; CMD 10
    Feats Boon Companion (Sorcerer [Wildblooded]), Eschew Materials
    Traits Desperate Focus, Reactionary
    Skills Acrobatics +2 (-2 jump), Fly +4, Intimidate +8, Knowledge (nature) +7, Perception +1, Spellcraft +5, Stealth +6, Use Magic Device +8
    Languages Common, Gnome, Sylvan, Varisian
    SQ Animal Companion Link, Hatred +1, Illusion Resistance, Share Spells with Companion, Sylvan

    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion. (Roc)
    Boon Companion (Sorcerer [Wildblooded]) +4 levels to calc familiar/animal comp abilities (max of your HD). (Remove -3 levels to Roc)
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
    Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.


    Concept: Oracle:
    Gnome Oracle 1
    NG Small Humanoid (gnome)
    Init +8; Senses Low-Light Vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 20, touch 13, flat-footed 18 (+5 armor, +2 shield, +2 Dex, +1 size)
    hp 9 (1d8+1)
    Fort +1, Ref +2, Will +2; +2 vs. illusions
    Defensive Abilities Defensive Training
    Weakness Blackened
    --------------------
    Offense
    --------------------
    Speed 15 ft.
    Melee Heavy Shield Bash -3 (1d3/x2)
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle Spells Known (CL 1, +1 melee touch, +3 ranged touch):
    1 (4/day) Shield of Faith (DC 15), Burning Hands (DC 15), Sanctuary (DC 15), Cure Light Wounds (DC 15)
    0 (at will) Create Water, Detect Magic, Guidance, Light
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 19
    Base Atk +0; CMB -1; CMD 11
    Feats Improved Initiative
    Traits Focused Mind, Reactionary
    Skills Acrobatics -4 (-12 jump), Climb -6, Diplomacy +8, Escape Artist -4, Fly -2, Knowledge (planes) +6, Perception +6, Profession (midwife) +4, Ride -4, Spellcraft +4, Stealth +0, Swim -6
    Languages Common, Gnome, Sylvan
    SQ Awesome Display -4, Cold weather outfit, Hatred +1, Hot weather outfit, Illusion Resistance
    Combat Gear Heavy steel shield, Scale mail; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Blanket, winter, Candle (5), Canvas (sq. yd.) (2), Chalk (5), Charcoal stick (3), Cold weather outfit, Fishhook (5), Flint and steel, Hot weather outfit, Journal, Mug/tankard, Rice paper (10), Silk rope, Soap, Tent, small, Thread (50 ft.), Trail rations (5), Wandermeal (15), Waterskin
    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Trail rations - 0/5
    Wandermeal - 0/15
    --------------------
    Special Abilities
    --------------------
    Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as 4 HD lower than their actual HD.
    Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
    Cold weather outfit +5 Fort save vs. cold weather.
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Focused Mind +2 to Concentration checks
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Illusion Resistance +2 racial bonus to saves against illusions.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

    Concept: Summoner:
    Azata-Blooded Aasimar (Musetouched) Summoner 1
    NG Medium Outsider (native)
    Init +3; Senses Darkvision; Perception +0
    --------------------
    Defense
    --------------------
    AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
    hp 9 (1d8+1)
    Fort +1, Ref +3, Will +2
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Dagger +0 (1d4/19-20/x2)
    Spell-Like Abilities Glitterdust (1/day), Summon Monster I (7/day)
    Summoner Spells Known (CL 1, +0 melee touch, +3 ranged touch):
    1 (2/day) Shield, Mage Armor (DC 16)
    0 (at will) Detect Magic, Mending, Guidance, Message
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 19
    Base Atk +0; CMB +0; CMD 11
    Feats Spell Focus (Conjuration)
    Traits Freedom Fighter, Master of Pentacles (1/day)
    Skills Acrobatics -3 (-7 jump), Climb -6, Diplomacy +8, Escape Artist -3, Fly -3, Linguistics +4, Ride -3, Spellcraft +4, Stealth -3, Swim -6, Use Magic Device +8
    Languages Celestial, Common
    SQ Cold weather outfit, Eidolon Link, Hot weather outfit, Life Link, Share Spells with Eidolon
    Combat Gear Dagger, Lamellar cuirass; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (6), Chalk (5), Charcoal stick (2), Cold weather outfit, Cooking kit, Fishhook (2), Flint and steel, Hot weather outfit, Mug/tankard, Rice paper (5), Sewing needle, Signal whistle, Silk rope, Spell component pouch, String or twine, Tent, small, Thread (50 ft.), Trail rations (7), Wandermeal (7), Waterskin, Whetstone
    --------------------
    TRACKED RESOURCES
    --------------------
    Dagger - 0/1
    Glitterdust (1/day) (Sp) - 0/1
    Master of Pentacles (1/day) - 0/1
    Summon Monster I (7/day) (Sp) - 0/7
    Trail rations - 0/7
    Wandermeal - 0/7
    --------------------
    Special Abilities
    --------------------
    Cold weather outfit +5 Fort save vs. cold weather.
    Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
    Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
    Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
    Freedom Fighter You've developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for yo
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
    Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
    Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

    Concept: Cleric:

    Angel-Blooded Aasimar (Angelkin) Cleric 1
    CN Medium Outsider (native)
    Init +2; Senses Darkvision; Perception +4
    --------------------
    Defense
    --------------------
    AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
    hp 8 (1d8)
    Fort +2, Ref +0, Will +5
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Heavy Shield Bash -2 (1d4+2/x2) and
    . . Warhammer +2 (1d8+2/x3)
    Special Attacks Touch of Chaos (6/day), Vision of Madness (6/day)
    Spell-Like Abilities Alter Self (1/day), Touch of Chaos (6/day), Vision of Madness (6/day)
    Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
    1 (2/day) Shield of Faith (DC 14), Bless, Confusion, Lesser (DC 14)
    0 (at will) Stabilize, Detect Magic, Guidance
    --------------------
    Statistics
    --------------------
    Str 14, Dex 10, Con 10, Int 10, Wis 17, Cha 16
    Base Atk +0; CMB +2; CMD 12
    Feats Selective Channeling
    Traits Focused Mind, Reactionary
    Skills Acrobatics -6 (-10 jump), Climb -4, Diplomacy +7, Escape Artist -6, Fly -6, Heal +5, Perception +4, Ride -6, Spellcraft +4, Stealth -6, Swim -4
    Languages Celestial, Common
    SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 13), Cleric Domain: Chaos, Cleric Domain: Madness, Spontaneous Casting, Weapon cord
    Combat Gear Heavy steel shield, Scale mail, Warhammer; Other Gear Backpack (empty), Weapon cord
    --------------------
    TRACKED RESOURCES
    --------------------
    Alter Self (1/day) (Sp) - 0/1
    Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
    Touch of Chaos (6/day) (Sp) - 0/6
    Vision of Madness (6/day) (Sp) - 0/6
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
    Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
    Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
    Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
    Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
    Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Focused Mind +2 to Concentration checks
    Selective Channeling Exclude targets from the area of your Channel Energy.
    Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
    Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
    Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.
    Weapon cord Attached weapon can be recovered as a swift action.

    Concept: Witch (redo):

    Female Tiefling Witch 1
    NG Medium Outsider (native)
    Init +5; Senses Darkvision; Perception +0
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 8 (1d6+1 (Con) +1 (Favored Class Bonus)
    Fort +1, Ref +3, Will +2
    Resist cold 5, electricity 5, fire 5
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Special Attacks Evil Eye (DC 14), Slumber (DC 14)
    Spell-Like Abilities Darkness (1/day)
    Witch Spells Prepared (CL 1, 0 melee touch, 3 ranged touch):
    1 (2/day) Mage Armor (DC 15), Enlarge Person (DC 15)
    0 (at will) Detect Magic, Mending, Guidance
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
    Base Atk +0; CMB +0; CMD 13
    Feats Extra Hex
    Traits Focused Mind, Reactionary
    Skills Acrobatics +0 (-4 jump), Climb -3, Escape Artist +0, Fly +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Ride +0, Spellcraft +8, Stealth +0, Swim -3, Use Magic Device +3
    Languages Abyssal, Common, Kelish, Tien, Varisian, Vudrani
    SQ +4 bonus on initiative checks, Empathic Link with Familiar, Hot weather outfit, Prehensile Tail, Share Spells with Familiar
    Other Gear Backpack (24 @ 52 lbs), Bedroll, Belt pouch (5 @ 2.88 lbs), Blanket, Blanket, winter, Chalk (3), Fishhook (2), Flint and steel, Hot weather outfit, Rice paper (5), Signal whistle, Silk rope, Soap, Spell component pouch, String, Small Tent, Trail rations (5), Waterskin (2)
    --------------------
    Special Abilities
    --------------------
    +4 bonus on initiative checks (Greensting Scorpion Famliar.)
    Alertness feat while familiar is within arm's reach.
    Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
    Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
    Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evil Eye -2 (7 round(s)) (DC 14) (Su) Inflict penalties with a glance.
    Focused Mind +2 to Concentration checks
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
    Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
    Slumber (1 rounds) (DC 14) (Su) Target falls asleep.

    Level 2 Oracle gets Color Spray, which will become the staple. No real vision for this character's path beyond color spray being viable through level 8 isn...

    At level 2 the Cleric will remain much the same. The goal is to use the Touch of Madness and Touch of Chaos as often as possible. Self/party buff as needed. Debating dropping Wis to 15 to increase Dex... from an Optimization perspective, I should probably switch race to Aasimar, the +2 cha +2 con, dex, or str with no minuses is 2 free stat points, at least, somewhere else...

    At level 2 the summoner will remain much the same, have not settled on Eidolon yet, thinking Pounce + Claws + Improved Bite + Trip and eventually a mount, though dismounting before combat every time....

    At level 2 the Witch would take the Cackle hex. I just like the feel of tiefling witch, so regardless of optimal or not, I think I will stick with it...


    If you have specific feed back on any build, that would also be helpful...


    Jus me wrote:
    At level 2 the Witch would take the Cackle hex. I just like the feel of tiefling witch, so regardless of optimal or not, I think I will stick with it....

    This refers to the racial choice, not to the witch as a whole. I am still debating the rebuild to one of the above.


    shameless bump


    I would do Dual Curse oracle for the misfotune. That ability is devastating. What they happen to make their save, reroll. Plus you can target your buddies when they mess up.


    I am thinking, for dual cursed Oracle, that the way to roll is Haunted for the curse that improves, and Blackened for the lesser curse. Any way to add spells back that you lose taking dual cursed though? (I love color spray!)

    Rationale: Not going to be a combat front liner, so no need to have good attacks.

    Edit: I am aware of Eldritch Heritage (Arcane) but by time you get access to color spray, it is past even its extended life from the Awesome Display..


    After due consideration, I am thinking I will go with this:

    Level 1:

    Gnome Oracle (Dual-Cursed Oracle) 1
    NG Small Humanoid (gnome)
    Init +3; Senses Low-Light Vision; Perception +2
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 9 (1d8+1)
    Fort +1, Ref +1, Will +2; +2 vs. illusions
    Defensive Abilities Defensive Training
    Weakness Blackened, Haunted
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
    1 (5/day) Protection from Evil (DC 16), Burning Hands (DC 16), Sanctuary (DC 16), Cure Light Wounds (DC 16)
    0 (at will) Stabilize, Ghost Sound (DC 16), Mage Hand, Detect Magic, Guidance, Enhanced Diplomacy
    --------------------
    Statistics
    --------------------
    Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 20
    Base Atk +0; CMB -2; CMD 9
    Feats Extra Revelation
    Traits Desperate Focus, Reactionary
    Skills Acrobatics +1 (-3 jump), Diplomacy +9, Fly +3, Knowledge (planes) +4, Perception +2, Profession (fortune-teller) +6, Sense Motive +4, Spellcraft +4, Stealth +5
    Languages Common, Gnome, Sylvan
    SQ Awesome Display -5, Hatred +1, Illusion Resistance, Misfortune

    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
    Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

    Relatively standard Heavens Oracle.

    Level 2:

    Gnome Oracle (Dual-Cursed Oracle) 1 Sorcerer (Wildblooded) 1
    NG Small Humanoid (gnome)
    Init +3; Senses Low-Light Vision; Perception +2
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 14 (1d8+1d6+2)
    Fort +1, Ref +1, Will +4; +2 vs. illusions
    Defensive Abilities Defensive Training
    Weakness Blackened, Haunted
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
    Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
    1 (5/day) Protection from Evil (DC 16), Burning Hands (DC 16), Sanctuary (DC 16), Cure Light Wounds (DC 16)
    0 (at will) Stabilize, Ghost Sound (DC 16), Mage Hand, Detect Magic, Guidance, Enhanced Diplomacy
    Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
    1 (5/day) Sleep (DC 16), Color Spray (DC 17)
    0 (at will) Disrupt Undead, Open/Close (DC 15), Message, Light
    --------------------
    Statistics
    --------------------
    Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 20
    Base Atk +0; CMB -2; CMD 9
    Feats Eschew Materials, Extra Revelation
    Traits Desperate Focus, Reactionary
    Skills Acrobatics +1 (-3 jump), Diplomacy +9, Fly +3, Knowledge (planes) +4, Perception +2, Profession (fortune-teller) +6, Sense Motive +4, Spellcraft +5, Stealth +5, Use Magic Device +9
    Languages Common, Gnome, Sylvan
    SQ Animal Companion Link, Awesome Display -5, Hatred +1, Illusion Resistance, Misfortune, Share Spells with Companion, Sylvan

    --------------------
    TRACKED RESOURCES
    --------------------
    Dancing Lights (1/day) (Sp) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
    Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
    Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
    Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
    Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
    Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
    Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
    Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
    Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

    At level 2 . . . going with the Sorcerer. Now to decide what to do at level 3! :/

    I think the loss of one Oracle level for Sorcerer goodness is worth:
    Misfortune + Awesome Display/Color Spray + 10 1st level spells per day + Eschew Materials + Animal Companion + ... everything else.


    Very cool! Where is this 'blackened' curse from? I haven't seen that before. What do you mean by what to do at level 3? Would you not continue with the sorcerer levels? Or are you wondering what kind of sorcerer bloodline, etc?


    Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    "Blackened" is an oracle's curse for aasimar from "Blood of Angels".


    Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

    In regard to your planned build -- I notice that you built him without equipment, which hides a serious problem with a multiclassed oracle/sorcerer -- the tradeoff between armor and arcane spell failure. Oracles are proficient with medium armor and shields, so he can be quite well armored at 1st level -- but at 2nd level when he becomes a sorcerer, he gives up either his armor or his chance to cast most sorcerer spells reliably.

    Then there is the issue of caster levels. Since you dislike being squishy, I am assuming that you don't plan to take only one level of oracle and the rest as a sorcerer. But if you don't do that, then your animal companion is even squishier than a familiar that would at least get half of your hit points.

    If you go the other way, then you should choose your sorcerer spells with an eye towards the fact that sorcerer caster level will never improve beyond 1st level, so you should avoid spells whose utility values scale with level. If you are going for a balanced approach, you will lag behind until you qualify for the Mystic Theurge prestige class -- which won't happen until 9th level with this particular class combination.

    Given your expressed preferences, you are probably best off beginning play as an oracle and sticking with it to the end.


    I wouldn't take the sorceror dip either - it may seem nice at 2nd level to have so many spells, but at levels 4-12 you'll just be cursing yourself for delaying your oracle spell progression so much in favour of a companion that never advances and a bunch of 1st level spells that will become largely useless quickly.

    A primary sorceror with a dip in oracle might work ok, though - Awesome Display is so good that it may make it worth it, if you want to do an illusion-focused sorceror.

    Still, I think you're best off picking one class and sticking to it fully. Yes, levels 1-3 will be a bit painful with few spells known, but that's a problem pretty much any caster shares (except, ironically, the witch you decided not to go with, because she has hexes at will and thus almost always something useful to do). You just gotta live through it, buy a crossbow and bide your time.


    Is there any way (other than level 11 for Improved Eldritch Heritage (Arcane), or 1 level dip in Sorcerer) for a Dual Cursed Heavens Oracle to gain Color Spray?


    Thanks for the input. I think I will make the following adjustments:

    1) Stick with Sorcerer from level 3 on.
    2) Boon Companion at 3 to remove the Animal Companion squishiness.
    3) Level 5 Feat: Arcane Armor Training.

    OR

    1) Stick with Oracle from level 3 on.
    2) Switch bloodline to Tattooed (Illusion) Arcane Sorcerer (Probably Greensting Familiar who lives as tattoo on self)
    3) Switch spells at level 1 from Sleep / Color Spray to Grease / Color Spray (grease never gets bad!)

    After consideration, I think that if I go with this idea, following Sorcerer post level 2 makes the most sense.


    If you're Dual Cursed, you can go Deaf and add Wolfscarred, which has suddenly has no drawback. It turns your character into a dog-man with a speech impediment, but I do not consider being Scooby Doo a drawback.


    My problem with deaf is that you take big penalties to the most rolled skill in the game.

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