Saturos
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Hi guys,
So i played PFS for the first time at CrispyCon a few weeks back and I really really enjoyed myself !!
I've played 5 scenarios so i believe that puts me one away from leveling to level 3. I'm hopefully heading to Conception at the end of January to play again but I'm wondering what my 3rd level feat should be. My character, Reon is listed below.
Reon, Human, Grande Lodge
F / PP = 10
Dual-Cursed Metal Oracle, Level 2
HP 19
AC 18 (Armor +5, Shield 2, Dex 1) - Touch 11 - Flatfooted 15
Init +1
Spd 30ft
STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 7 (-2)
WIS 10 (+0)
CHA 17 (+3)
Fort +2 (+2 Con)
Ref +2 ( Dex, reactive trait)
Will +3 (+3 base save)
BAB +1
CMB +4
CMD 15
-Skills-
Skill points per level: 3 = 4(oracle) -2(int) +1(human)
+8 Diplomacy
+4 Heal
+4 Profession
+4 Use Magic Device
-Spells-
0 - Detect Magic, Read Magic, Light, Create Water, Mage Hand, Ghost Sound, Mending
1 - Cure Light Wounds, Protection from Evil, Obscuring Mist, Ill Omen
-Curses-
Dual Cursed Archtype
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels
The Oracle is denied the skills granted to her by her mystery.
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.
In addition, the cursed oracle may select the following revelations in place of a mystery revelation = Misfortune, Fortune.
Haunted (will level as i progress)
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Legalistic (never improve, so what you read is what I have)
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
-Revelations-
Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.
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 original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
-Feats-
Level 1 - Extra Revelation - Armor Mastery
Human Bonus - Extra Revelation - Skill At Arms
-Traits-
Deft Dodger (Combat)
+1 dex
Lessons of Chaldira (Religious Trait)
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
-Armour / Weapons-
Scalemail
Heavy Wooden Shield
Morning Star +4, 1D8+3, x2, B/P
Battle Axe +4, 1D8+3, x3, S
Trident +4, 1D8+3, x2, P, 10ft range, Brace
(3) Short Spear +4, 1D6+3, x2, P, 20ft range
(3) Throwing Axe +4, 1D6+3, x2, S, 10ft range
(3) Light Hammer +4, 1D4+3, x2, B, 20ft range
(+3 str) Comp Longbow +2, 1D8+3, x3, 110ft range
If your wondering about the thrown weapons, after buying my equipment i didn't have enough for a decent ranged weapon (the bow came after my 1st or 2nd scenario) so i bought thrown weapons to compliment my Str bonus. My first round of combat usually involved throwing my trident and then drawing a more suitable weapon.
I love this guy. He was great at everything but chase scenes, which he failed so badly at (-3 or 5 on all str, dex based skills).
No matter what group i was in he could comfortable fit any role. I think his "big thing" though was Misfortune. It's usually a witch ability but because im a Dual-Cursed Oracle I get to mess around with it and its so powerful.
I would wait until all the enemies at made their attacks (to estimate their +'s to attack rolls) and then shout off at the GM when a die rolled to high and i knew there was a good chance an ally or I would get hit.
The fact it's every creature 1/day is brilliant!
I even used it on a few allies to re-roll Will/Fort saving throws.
I also threw out a couple Ill Omen spells (listed below) which gave the monster affected the option: Move or (potentially) Suck.
School enchantment (compulsion) [curse, mind-affecting]; Level witch 1
CASTING
Casting Time 1 standard action
Components V, S, M (hair from a black cat)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
DESCRIPTION
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
After all this though im still wondering on which Feat to take at third level..
I know that my revelation at level 3 is going to be Dance of the Blades (spd+10 ft and extra yummies at level 7 and beyond) and I know what I want to do when I have the money too, find some masterwork mithril heavy armor (which becomes medium and through my Armor Mastery Revelation allows me to move at my full speed (40ft), ditch the shield and run around with a tasty selection of two handed weapon.
But its just the feat selection... Any help please?
Also as a side question.
Would it be worth picking up Quicken Spell at level 11 for Ill Omen?
It would cast as a level 5 spell but for a free action the opponent now has to role 3 D20s and take the worst result for 11 rounds.
Or each round as a move action they can negate 1 of the re-rolls, so it's still 2 D20's and taking the worst result + they're potentially unable to move out of an an awkward situation for 11 rounds.
Thanks for reading and for any advice you guys have! :)
El Baron de los Banditos
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If you're looking at bettering your switch-hitter and throwing capacity, you might want to think about Quick Draw. At this level, this means you could chuck your trident at something and draw another melee weapon to threaten for upcoming round. Additionally, once you have some more levels, you'll have +6/+1 BAB. This means when you full attack, you can then throw two thrown weapons (drawing them as a Free Action while you attack) AND draw a melee weapon of choice afterwards to threaten with for the rest of the round. It also means you could fire your bow (Standard Action), put it away (Move Action), draw a melee weapon (Free Action), AND take a 5-ft step (No Action.) It just gives you a lot of flexability as to what you're holding at any given moment. The only other idea I have is getting another Revelation, but that's because that's the chocolate center for Oracles that make them so tasty.
As for Quicken at 11, just remember; most PFS play will only go to 12. After that, it's all Modules and Specials which are either a pain in the butt to run or once-a-year things (accordingly.) Just worry about GETTING to 11 first. If you think you still need it then, go for it. You might have whole new concept (or dead PC) by then.
Also, be careful with those tridents. I lost 2 of them through my AC-oriented Cavalier's career. I thought I had lost the 3rd (even after Taldor put the Returning property on it,) but that was... special.
Saturos
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I would consider using your feat for heavy armor Prof. You still need to be Prof in heavy armor. Even if its mithril
I have the revelation Skill At Arms which makes me proficient with all Martial Weapons and Heavy Armour so im sorted :)
Thanks for the reply, El Baron de los Banditos!
Thank you for reminding me we only go to 12th level. I'll leave the Quicken spell idea for another time then ^_^
I'm not sure if I'm going to keep up with the thrown weapons in the future. They were a bit of a gimmick, just my way of getting round ranged combat until i had enough for a decent bow. So far they have been useful though, in a handful of encounters I've been faster than the fighter or rogue so while the rest of the group have gone in and started flanking i'd stand 10-20ft away and throw my weapon leaving enough space for the other guy to come in and flank for big damage.
I will give some consideration to Quick Draw though. Is it possible to sheath a weapon as a free action or not?
I don't want to take Extra Revelation because a lot of the "metal" revelations get good around level 11+.
I'm already taking Dance with Blades for the +10spd at level 3,at 5th level im taking Fortune. So i only need to worry about 7th and 11th and the only 2/3 revelations left i feel are any good are:
-Iron Constitution (at max PFS level its +2 Fort saves)
-Iron Skin (can only be taken at 11th+ levels)
-Iron Weapon (at max PFS level its a only +1 cold iron or adamantine weapon)
| Wasum |
Sometimes I love the paizo boards....
guess you put misfortune on this thread - dont take quick draw.
When you're at range you can use your spells to buff or debuff (even though I'd focus on buffing because you cant keep melee and casting same as potent and as metal oracle melee is kinda more your thing - even though battle is still better somehow)
Actually you shouldnt have spent so many feats of extra revelations. You get enough revelations anyway due to being dual cursed - what are you going to put in the later revelation slots? You just dont have that many "good ones".
On the other hand you're lacking at feats. You dont get any bonus feats but you need at least power attack and furious focus to start dealing damage. Maybe weapon focus as well, but thats not too important. Get those intimidate feats as well as they will profit from your cha-score or - even better - go for eldritch heritage (ok, yea, not the best idea when game caps at level 12).
Pick some of the really amazing buff spells the divine list offers (Divine Favor) and maybe you can pick up some combat maneuver feats later - even though I'm really not sure looking at your stats.
Maybe you could go full support/debuff caster as well... but yea, I'm not sure, honestly I think stats and feat choices were not all that great this far.
| Matt2VK |
Some things you need to think about -
You're starting to get up in the levels where you will be hit and take damage. That some of those hits will be hitting you hard. So if you're planning on being on the front line and mixing it up you'll want either very good defenses or more health.
Some where on the forums is a thread with advice on "AC vs To be Hit". Which proved to keep your AC up vs the to be hit is very expensive in gear and feats.
You will also be facing casters with access to more nasty spells. So feats that help against them is also effective.
What I'm leading up to here is I'd suggest taking a good luck at the Toughness feat (or since your Human, the human feat that gives you 1 skill point & 1 HP as you level. Skill Points can be very useful in PFS.)
While the objective is still to kill the bad guys faster then they can kill you. There will be times where they will get their Alpha Strike (or 2) in and you will need to be able to survive that.
Saturos
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@Wasum and 666bender
You do make valid points but this is my first PFS and i want my character to survive. Plus as you said the level cap is 12, so im only getting 3 more revelations at levels 5, 7, 11. The bonus revelation at level 5 is Fortune, which means i only have 2 slots left to pick the 2-3 revelations which still give me good stuff within the level cap.
If it hadn't been a PFS event then i'll admit i wouldn't have taken Armor Mastery Revelation so early but because i wanted to survive the weekend and have a stocky character it seemed like a good choice. To be fair moving 30ft in medium armor really helped out in the scenario in which we had a very unbalanced team. I was able to charge 60ft into the BBEG, misfortune his hit into a miss and then had a decent enough AC score to keep the him on me while the Life Oracle moved in and healed up our other party members whom he'd dropped to negatives on the first 2 rounds of comabt. I would go so far as to say it actually saved characters from dying. Its not something i would have wanted to wait till levels 5 or 7 for.
@Matt2VK
Cheers, that's something to think about, i'll try and track down the thread you were on about.
Toughness and Power Attack seem to be the main feats at the moment.