Shattered Star Oracle of Heavens


Advice


I'm going to be sitting down with an entirely new group on a bi-weekly basis. It's an on-going game of Shattered Star, but they haven't gotten very far yet. They've had two 5 hour sessions and the characters are about to hit level 2. The current party is composed of a front line fighter (I think a barbarian), a ninja, and a cleric who intends to multiclass into mystic theurge. Since I prefer to play caster classes and the MT will have the 'generalist' angle covered, I'm going to play an Oracle of Heavens.

The player's guide for Carrion Crown was incredibly helpful and made the personality creation and skill focus of my CC character very simple. By comparison, the Shattered Star guide is worthless. The entire book consisted of "knowledge (history) will be useful" and a rehash of pathfinder society. If anyone can give any spoiler free suggestions on how I can better mold my character for the campaign or advice on general spell and feat selection, I'd appreciate it.

Why I chose to play an Ifrit:
I really want my oracle to have the blackened curse, which led me to look at Aasimirs. From a role play angle, I think an Aasimir Azata-Blooded Oracle of Heavens would make a wonderful fit for a campaign about the Pathfinder Society. However, I'd prefer not to sit down with a new group trying to play what is possibly THE most cheese-filled race selection (for a Cha-based caster) in the game. Gnomes are the traditional choice for Oracles of Heaven, but I don't feel that the gnome race would have enough of a magical lineage to merit the blackened curse. It would be technically legal even in a PFS game, but the flavor would feel forced to me.

So I'm playing an Ifrit instead. They have enough of a connection to fire for 'blackened' to feel valid, while still being one of the better mechanical picks for the class. And once I made that decision, a lot of the character background began to write itself.

My character's name is Eylanti. I'm going for an almost supernaturally beautiful (charisma 17) and effeminate Ifrit male who has a lot of trouble projecting a forceful presence. His personality will be a little quiet and rather skittish, but with an inner strength that shines through more as the adventure progresses.

Character background:
Eylanti was raised alongside a much more traditional older brother who is basically a fire sorcerer. While both children took on magical powers from their Ifrit heritage, the older brother had all the traditional fire-related powers while Eylanti had stuff like changing a person's size and a penchant for releasing sparkles when he got upset. (Mechanically, this represents the Efreeti magic, Hypnotic, and Wildfire heart selections. The latter two are much more subtle than flashy fire traits.) The older brother became the favored child, and bullied Eylanti for his 'weaker magic.' This allows for the Reactionary trait, trite though it is.

The problems at home culminated when the older brother decided to 'help' by holding both of Eylanti's hands over a roaring fire. The brother's fire resistance mostly protected him, but Eylanti's hands and arms were just about roasted. In this moment of sheer panic, Eylanti's soul touched on a connection deep within and his magic broke free in full. He dazed his brother with a powerful light display and escaped. However, his arms have never fully healed and to this day he walks around in a full cloak to hide his hideously blackened hands and arms.

Eylanti's parents had thought that a little sibling rivalry wouldn't hurt, but were shocked and appalled to learn what was really going on. Relationships were changed forever. Eylanti would soon leave home to explore the world and develop his new powers, while his brother seethed in resentment and swore to one day seek vengeance.

Mechanically, I'm going for a caster that always goes first and either casts color spray or hypnotic pattern based on the situation. He'll also have spells from the 'blackened' curse for a little blasting and area denial. He gets the cure line for free, so I thought I'd fill the Oracle spells known with mostly buffs for when light based illusions won't work.

Here's what I'm thinking for stats:
20 point buy...
Str: 8
Dex: 16 (14 + 2)
Con: 12
Int: 10
Wis: 10 (12 - 2)
Cha: 19 (17 + 2)

Normally I'd be fine with a 16 (after race modifier) charisma, but since the Awesome Display revelation is so key to this build I bumped it up as high as I could stand to. I'd prefer the Con to be at 14 but came up 1 point short, and decided to equal Wisdom to 10 since I plan to have Wis based skills.

I know I'll want Improved Initiative as either a level 0 or 3 feat. Filling the rest with stuff that improves my illusion DC seems like a natural fit. I'm not sure what order to take the feats, though.

I get 4 skills. I'm not sure if an Oracle can get by without spellcraft or not, so I'm including it as standard. Eylanti's personality is much more inclined to watch for danger than to get talkative, so I'm going for perception and sense motive rather than charisma based skills. I thought the last skill slot might be knowledge (history) to explain his love for treasure hunting. I'm also considering either knowledge (arcane) or (religion), but I'm pretty much depending on the mystic theurge in the group to have those. Perception and sense motive are the only two that I'm reasonably certain about.

One of my traits is reactionary. I haven't decided on the other. Anything stand out, considering the build?

I'm pretty new to the divine spell list. Are there any must haves, or natural fits for my character concept?


Also, does one of the traits you pick have to be a campaign trait?


Mystically Inclined wrote:
Also, does one of the traits you pick have to be a campaign trait?

Ask your GM. Some say yes some no.

I usually require one to be from the AP as they usually help give the PC's a tie together. I have had groups where the players can't even come up with an implausible reason for them to be in the same group.


My research on this topic says that the question has been asked a hundred different times, so I apologize for bringing this up again. However, the fact that there are a hundred different threads on it clouds my search-fu for this particular aspect.

Can I use Magical Lineage with Heighten Spell to increase the save DC of color spray by an extra +1? For example- would using heightened spell to cast color spray as a level 2 spell move it from a DC of 15 to 16, or a DC of 15 to 17?


Again, ask you GM. :) As you noted, nothing has been decided.

As I best understand it and as our group currently ruled it (even though currently no one is using it).

If you are capable of casting 3rd level spells and have heighten and have magical lineage on color spray, then you cn heighten it 2 levels so the DC would be +2 over your normal 1st level spell DC. And it would only use a second level slot.

You have to be able to cast 3rd level spells in order to be able to heighten it 2 levels.

Clear as mudd?

I haven't seen anything official, but that is how we are doing it based on what we've read.


Oh. You can use it to Heighten to the DC of your highest level spell slot, while actually taking up your second highest level spell slot. Yeah, that'd make sense.

I'll have to check with the GM before settling down with a 'final' character. It's a new group, so I guess I'll make my final decision at the table.


Mystically Inclined wrote:
...I'm pretty new to the divine spell list. Are there any must haves, or natural fits for my character concept?

Currently my life oracle is in love with pilfering hand and chain of perdition. They are not divine only spells, but they fit very well with 'caster-not-blaster' type of persona. Plus they have tended to be even more effective than I had expected.

Flying archer turning the paladin to a pincushion? Take away his bow with a thought.

Bad guy getting away with the hostage? Grapple him with your mind.


So my feat selection is looking like this:
1: Spell Focus (Illusion)
3: Improved Initiative
5: Heighten Spell
7: Improved Spell Focus (Illusion)

Is there anything else that I can do to improve the DCs of my illusion spells?


Kydeem de'Morcaine wrote:

Currently my life oracle is in love with pilfering hand and chain of perdition. They are not divine only spells, but they fit very well with 'caster-not-blaster' type of persona. Plus they have tended to be even more effective than I had expected.

Flying archer turning the paladin to a pincushion? Take away his bow with a thought.

Bad guy getting away with the hostage? Grapple him with your mind.

Ooooh. Those are both VERY good battlefield control fall backs for when I can't dazzle something. Thanks!

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