I want you .. .


Advice

Sczarni

Short version:

So this character's plan is to fill three primary roles. First is Buffer/Healer. Oracle as a Spontaneous Divine Caster should do this just fine.

Second, I want to fill the roll of Debuffer through liberal application of the Misfortune Dual-Cursed Oracle Ability and the Divine Interference Feat.

Third, this character will perform the traditional 'face' role of the party. Diplomacy will be the main focus, followed by Bluff, and lastly, Intimidate. Sense Motive will not get much love due to limited skill points.

With those parameters in place, I offer the following up for consideration:

Gnome Oracle (Lunar), Dual-Cursed (Tongues (Celestial) Non-Advancing, Legalistic Advancing
20 Cha

Feat Progression:

  • Noble Scion (War) -- Because I like to go first
  • Extra Revelation -- I really do think Misfortune is worth a feat
  • Celestial Obedience -- +4sacred bonus on Charisma and Chaisma-based skill checks when interacting with an intelligent creature that could be sexually attracted to you. Yummy for a face build
  • Improved Initiative -- Like I said, I do like to go first
  • Additional Traits -- I plan to take Reactionary or its ilk (because I like going first) along with some version of Focused Mind with this.
  • Divine Interference -- Lose a spell to counter a critical hit with no save. Awesome. Just pure win IMHO.

Mystery Progression
[List]

  • Primal Companion -- Being able to contribute meaningfully to Melee requires a companion. This is also my movement (I use as a mount).
  • Misfortune - This one mystery is so amazing. Make a target, enemy or ally, reroll one d20 just rolled before the result is revealed.
  • Prophetic Armor -- Cha to Armor and Reflex is too nice not to take.
  • Fortune -- Not as versatile as Misfortune, but this is not an insignificant power.
  • Moonlight Bridge -- This makes it a little easier to climb that cliff with my tiger. Also handy for making barriers.

    Skill concept:

    Legalistic will provide a +3 to Diplomacy one on one
    Obedience will provide a +4 to Diplomacy
    Circlet will provide a +3 to Diplomacy
    Charisma will provide a +5 to Diplomacy
    Class Skill will provide a +3 to Diplomacy

    Total Diplomacy Bonus = +18 (19 with 1 rank). Yay!

    Thoughts?

    Longer version in Spoilers

    Character:

    Meridyth "Fijit" Savet
    Female Gnome Oracle (Dual-Cursed Oracle) 2
    NG Small humanoid (gnome)
    Init +5; Senses darkvision 60 ft.; Perception +5
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
    hp 17 (2d8+4)
    Fort +2, Ref +1, Will +2; +2 vs. illusions, +2 bonus vs. fear and despair
    Resist oracle's curses (legalistic, tongues [celestial])
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Ranged light crossbow +3 (1d6/19-20/×2)
    Spell-Like Abilities
    . . 1/day—dancing lights, ghost sound (DC 16), prestidigitation (DC 15), speak with animals
    Oracle (Dual-Cursed Oracle) Spells Known (CL 2nd; concentration +7):
    1st (6/day)—murderous command (DC 16), ill omen, divine favor, cure light wounds
    0 (at will)—stabilize, detect magic, create water, read magic, guidance
    --------------------
    Statistics
    --------------------
    Str 7, Dex 12, Con 14, Int 12, Wis 8, Cha 20
    Base Atk +1; CMB -2; CMD 9
    Feats Noble Scion of War
    Traits beast bond, observant
    Skills Diplomacy +10, Handle Animal +7, Knowledge (planes) +5, Knowledge (religion) +7, Perception +5, Ride +7, Spellcraft +5
    Languages Celestial, Common, Draconic, Gnome, Sylvan
    SQ eternal hope, illusion resistance, mysteries (lunar), revelations (ijit, tiger), vow to self
    Combat Gear Wand of cure light wounds; Other Gear Leather armor, Crossbow bolts (20), Light crossbow, Backpack (2 @ 0 lbs), Canteen, Chalk, Flint and steel, Journal, Sheriff's whistle, Spell component pouch, 836 GP, 3 SP, 8 CP
    --------------------
    TRACKED RESOURCES
    --------------------
    Crossbow bolts - 0/20
    Dancing Lights (1/day) (Sp) - 0/1
    Eternal Hope (1/day) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Vow to Self (1/day) - 0/1
    Wand of cure light wounds - 8/50
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Tongues (Celestial) You can only understand and speak one language in combat.
    Vow to Self (1/day) +4 morale bonus to one role to keep a promise.


    --------------------
    Animal Companion:

    Ijit
    Tiger
    N Medium animal
    Init +3; Senses low-light vision, scent; Perception +2
    --------------------
    Defense
    --------------------
    AC 17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 natural, +1 dodge)
    hp 16 (+3)
    Fort +4, Ref +6, Will +3
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee bite +3 (1d6+1/×2) and
    . . 2 claws +3 (1d4+1/×2) and
    . . 2 rakes +3 (1d4+1/×2)
    Special Attacks 2 rakes
    --------------------
    Statistics
    --------------------
    Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
    Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
    Feats Dodge, Narrow Frame
    Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick]
    Skills Acrobatics +4, Climb +2, Escape Artist +1
    SQ combat riding, flank
    Other Gear Leather armor, Bit and bridle, Blanket, winter, Cold weather outfit, Crowbar, Explorer's outfit, Furs, Hot weather outfit, Manacles, masterwork, Manacles, masterwork, Riding saddle, exotic, Saddlebags (8 @ 16.25 lbs), Silk rope, Trail rations (2), Twine (50'), Whet bone
    --------------------
    TRACKED RESOURCES
    --------------------
    Trail rations - 0/2
    --------------------
    Special Abilities
    --------------------
    Cold weather outfit +5 Fort save vs. cold weather.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Flank [Trick] Attempts to attack and flank indicated enemy.
    Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Feat Progression

  • Sczarni

    bump? Mostly interested in the revelation analysis.


    Well, I'm no expert, and I've only played Battle oracles (and druids), but here's what I think. You probably don't need all three of the major socials, and I'd replace Intimidate with Sense Motive unless you've got cool combat tricks like Cornugon Smash that relies on it.

    Not sure that you picked the right Mystery, but I'll take it on faith that to meaningfully contribute to combat you need an Animal Companion, 'cause you said so. That said, the revelations look good, at least until Moonlight Bridge. On the other hand, at that point you've run out of good choices, so...yeah. Lesser of two evils, etc.

    I'm also assuming you're against changing Animal Companions on a whim, because tigers aren't the most amazing at level one.

    I'm a huge fan of Haunted, but if you're playing a more casty, wand and scroll based oracle, I can see it being bad.

    Full casting plus Misfortune pretty much equals good character no matter what; just don't mess up your spell choices.

    Sczarni

    How would you stack the Animal Companion's feats? At present, I am thinking Spell Sponge, Narrow Frame, Toughness, and Dodge.

    -and-

    How would you roll on spell choices?

    I am thinking Protection from Evil, Divine Favor (for the Animal Companion), Murderous Command and Ill Omen for level 1 (along with the free Cure Light Wounds).

    At level 2, the only ones I am keen on so far are Grace and Burst of Radiance.


    The last Battle Oracle I made also rocked out Divine Favor, Ill Omen, free CLW, and Prot Evil. I don't know if Murderous Command is a great pick, but I'll concede that level 1 and level 2 spells are really, really slim pickings.

    For your Oracle, I'd say they all work well, and for a more caster focused guy, Murderous Command might work as a good get out of face-beatings card once or twice a day.

    Spellsponge is good times when you're rocking Divine Favor and all the other divine battle buffs. Toughness isn't bad, but it's not good either. I'd actually go with Armor Proficiency if you can make it work (and then, even better, Magic Vestment that barding). Narrow Frame will be useful depending on what AP (or modules, or homebrew business) you play, so I can't really comment aside from saying it could be really awesome, but also keep in mind it'll do nothing until level 7 when your tiger gets large. The real trick, I think, is going to be giving him a third point of int at the first available opportunity (level 4, iirc) and then he can take whatever feat you darn well please. Power Attack, Imp. Grab, whatever you want. I'm rusty on Animal Companions, so I don't know the latest tech, but surely with the entire feat list you can find something better than Dodge, etc.

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