The most Misfortunate character


Advice


So I had a crazy idea to play a Dual cursed Oracle 1/Witch 11 with an emphasis on ensuring my hexes and other spells stick through the use of the Misfortune revelation and the Misfortune hex. (An added benefit is that I will get to see GM's hopes of critting consistently crushed).

However I am having trouble determining what Patron and mystery to choose.
Here is what I have so far:

Human 20 PB STR: 7 DEX: 13 CON: 13 INT: 20 WIS: 10 CHA: 11
Traits: Magical Knack, Bruising Intellect
Witch 1/ Oracle 1/ Witch 10
Feats: 1: Extra Hex (Cackle)
HB: Accursed Hex
3: Extra Revelation
5: Improved Initiative
Patron: ?
Hexes:
1: Misfortune, Cackle
3: Evil Eye
5: Slumber

Oracle
Mystery: Battle
Revelations: Misfortune, Battle Sight

Any opinions if the one level dip in Oracle be worth it? The delay in spellcasting and reduced hex DC seems like it would be made up for by the forced reroll but I would like to hear other opinions.


This character will be for PFS, and will be starting play at level two. As a result efficacy at level one is not something that needs to be concerned with.


Have you considered using a halfling instead? That is because they have an alternate racial trait, Halfling Jinx, that is basically a hex.

It gives a -1 to all saves on a failed saving throw (10+1/2 level+cha). The fun part though is that there are actually jinx related feats. There are some interesting ones that raise the save DC and such in various ways (sacficing spells, using save increasing feats to add to it, switching its' bonus stat to INT or WIS, etc)....but the most important one is Malicious Eye, since it makes those dc increasing ones kind of useless

Malicious Eye is for halfling witches, and basically lets it ride in with your evil eye, thus it has NO SAVE and NO ACTION. That basically increases evil eye's effectiveness on save debuffs by 50%.

Just something to consider.


So I checked out the Halfling jinx feats and they are quite interesting (particularly how they could eventually make evil eye give a - 5 to pretty much everything). However it is super feat intensive and requires three or so feats before it comes online.
Thanks for the suggestion though.


Duriel_Jones wrote:

So I checked out the Halfling jinx feats and they are quite interesting (particularly how they could eventually make evil eye give a - 5 to pretty much everything). However it is super feat intensive and requires three or so feats before it comes online.

Thanks for the suggestion though.

Fair enough. Your build does come online a lot sooner than that. Just thought it would be fun to suggest another way to ruin a GM's hopes and dreams

I also enjoy the idea of first world archetype summoners that focus in summoning pugwampis, or "those little disposable buggers with a 45' circle that does the same thing as the misfortune hex to every intelligent creature in it (That doesn't have a luck bonus) with no save". Overall, debuff builds just speak to my inner theorycrafter/sadist.

Oh yeah, have you considered what your 2 curses will be?


First, thanks for pointing out that the first world summoner gets to summon pugwampis. That is a really neat ability and almost makes up for the multiple downsides of that archetype.

As for curses I was thinking of Legalistic for my non advancing curse and Clouded vision for my advancing one. The 30ft sight range will be annoying but darkvision will be helpful and very few society adventures take place in open areas. However a good number of the spells have ranges longer than 30/60ft so I am not set on it. As a result I was also considering Wasting as the primary curse.

Tongues could also work except the usual work around of having all of your party pick up your language doesn't work in Society play and not being able to communicate in combat is very very bad in my view.


Duriel_Jones wrote:

First, thanks for pointing out that the first world summoner gets to summon pugwampis. That is a really neat ability and almost makes up for the multiple downsides of that archetype.

As for curses I was thinking of Legalistic for my non advancing curse and Clouded vision for my advancing one. The 30ft sight range will be annoying but darkvision will be helpful and very few society adventures take place in open areas. However a good number of the spells have ranges longer than 30/60ft so I am not set on it. As a result I was also considering Wasting as the primary curse.

Tongues could also work except the usual work around of having all of your party pick up your language doesn't work in Society play and not being able to communicate in combat is very very bad in my view.

Hmmm... you can freely pick your familiar from the standard wizard/witch list, right? I am not sure of the specifics, but could a talking familiar serve as a work around? Ravens come with the ability to speak a language of your choice (Wait, is it only one language? Might not work for properly for this trick then....). I would love for someone with more experience to tell me whether this is a workable solution prior to getting improved familiar.

Anyway, yeah, first worlders are interesting if you approach them as pugwampi users, since it turns them into a one (rather good) trick poy version of a witch. Since the pugwampis are on SNAII, you can take advantage of summoning a bunch of them rather quickly. And their utter weakness (6 hp when unaltered) is a bit of a side advantage, since your frustrated GM will waste his creature's turns just to get rid of them. Expect to get a lot of equipment granting luck bonuses though.


I just checked and the familiar can only speak one language. I also looked to see if putting ranks into linguistics would allow the familiar to understand other languages.I could not find a definite answer which means it would be subject to table variation but is still an option.
Picking up a thrush that can speak Celestial that also understands common, through linguistics, could be quite novel.

At sufficient level improved familiar can get me something with telepathy as well.

Grand Lodge

If you take your first level in Oracle, not Witch, you get 2 extra HP ...

XigXag took a similar approach: one level of Dual Cursed Heaven's Oracle, and the rest Sorcerer. It works really well. The Misfortune revelation is constantly useful, and is totally worth losing a level from a full caster.

I think the Misfortune revelation should be raised to require Oracle level 3 or 5, to prevent this dip. It might even be worth a 3 level dip ...


XigXag wrote:

...

I think the Misfortune revelation should be raised to require Oracle level 3 or 5, to prevent this dip. It might even be worth a 3 level dip ...

I almost agree with you on that but I think the two curses that one is afflicted with offsets the desirability of the dip in most cases.

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