Theoretical Build: The RPG "Hero"


Advice


As the title says, this experimental build is intended to be something similar to the RPG video game heroes of days gone by. You can Melee, you can ranged, you can heal. Why not be a Bard? Because I'd like to fireball something, darnit.

So, here's what I got so far. If "Need advice" is there, it's because I don't know what to take for it. The progression order will matter until Level 8. After that, the class will be Mystic Theurge.

Race: Half-Elf

Classes: Oracle 4/Sorcerer 4/ Mystic Theurge (1-10)/ Whatever you like from there

Traits: 1st - Heirloom Weapon: Proficiency, 2nd - Need Advice

Stat Priority: Cha > Str = Con > Wis > Int > Dex

Sorcerer Bloodline: Impossible

Oracle Mystery: Lunar

Curse: Need advice

Feats/Class Progression
Half Elf Bonus Feat: Skill Focus(Any Knowledge)
Oracle 1: Prophetic Armor Revelation, Noble Scion: War
Sorcerer 1: Disorienting Touch power
Sorcerer 2: "The Sorcerering." Feat: Power attack
Sorcerer 3: Spontaneous Generation Power
Sorcerer 4: Feat: Eldritch Heritage: Arcane
Oracle 2: "Electric Boogaloo"
Oracle 3: Eye of the Moon Revelation, Arcane Armor Training
Oracle 4: "End of the Road
Level 9: Free Feat
Level 11: Free Feat
Level 13: Arcane Armor Mastery
Level 15: Arcane Blast
Level 17: Free
Level 19: Free

Comments:

This build is without taking Paragon Surge into account. Also built without Alternative Racial or Class features.

The remaining 2 levels (if the campaign even gets that far) would probably be Oracle.

I may change the Skill Focus to Survival and just go with the Orc Bloodline for Eldritch Heritage.

Arcane Armor Mastery isn't available until level 13 because you don't have the caster level for it.

Some "Free Feat" things I think would be cool: Arcane Strike, Craft Feats, Improved Familiar (If you took that option), Cleave, Combat Expertise (If you have 13 int), Metamagic Feats (Though I wonder which would be best for a build like this.

Rule Question:

Would the Aasimar's Daylight Spell like ability count as a Level 3 Divine spell and as such count as a prerequisite for Mystic Theurge so you can get use the class earlier? Level 8 is a bit of a tough sell in a low level campaign..


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

First off that's a rather interesting build. I'm not a huge fan of the Mystic Theurge myself, having played one before I can tell you that the build up is long and difficult. The payoff is nice, but not til about 12th level. I understand your build is going for more of a cool "chosen by fate" feel with Sorcerer/Oracle but I'd be remiss if I didn't point out that prepared casters could take the prestige class two levels earlier. You'd have to balance between two casting stats so its a bit of a toss up.

When you say RPG I assume you're talking old school JRPGs akin to the FF series? If so I feel your character works for it. For more of a Link style I'd look into the Ranger. Gives you that marshal strength, skill with a bow, and even a horse that won't die to the first AoE you run into. The "fireballs" and such you can make up with magic items and Use Magic device.

I'd also look into the Myrmidarch Magus archetype. Gives a classic warrior/Mage feel to any character.

Anyway hope this give you a few more ideas for your character, and whatever you settle on I hope you have a blast with it!

Oh and spell like abilities don't count as spells. They are simply racial abilities that "mimic" spell effects. Same as having Daylight(sp) doesn't let you use a wand do Daylight, as it is not technically part of a spell casting class.


A Half-elf`s alternate `Drow Magic ability would give you a SLA to qualify for Mystic Theurge early, and if you take the Wood Oracle mystery you can obtain a 2nd-level divine SLA, which lets you enter MT at level 4 rather than 8, making it actually worth your trouble.


oh what WAS that series with the MC who had (turning garbage into) wood powers. something about a tournament to get a wish granted by god himself.

also, even with buffs, your BAB is going to be in the tubes. i wouldn't advise power attack--consider arcane strike instead, perhaps?

the usual RPG protags tend to vary--some are fighters (most FF main characters), some are magi (every star ocean protag, shulk, every golden sun protag), and that one Tales game had a tetori monk, others are rogues or bards (like zidane or vaan--though basch was supposed to be the protag, and he's more fighter- or horseless-cavalier-y) and so on. a few might be destined (bloodline) bloodragers

don't know of many mage-MCs though (log horizon's MC is, but thats an anime), which is a shame.


I like the idea of what you are saying with the Old School RPG games. I know this completely different but how about a Magus mixed with rouge? I think you get the same flavor of the RPG hero but I think it will be easier to build.

You still have fighting and spell casting and you can throw in rouge levels or ninja levels to add the flavor as well.

It is one of the thing I really like about Pathfinder. That a lot of time I feel like I could make a Final Fantasy Character from the early years.


actually magus/rogue/arcane trickster is a pretty neato build.

Scarab Sages

I really think an Half-Elven Ancient Lorekeeper with the Battle, Wood, or Metal mystery is a better fit here. The revelations keep you competent in melee, base oracle spells let you heal, and the ancient lorekeeper spells give you a few wizard spells to have your fireball.

More importantly, you aren't losing four caster levels and 14 levels of favored class bonuses (which as an elven oracle, is kind of a big deal).


if you take dual-cursed (whatever+legalistic), you get lots of 'chosen by destiny' perks/rerolls as well as feeling terrible for breaking your promises (as all RPG heroes do).


While going Sorcerer/Oracle/MT lets you mono-stat with Charisma taking each to level 4 is going to absolutely kill your spell progression. No level 3 spells until level 10 is not okay. Pupsocket wrote a good guide to SLAs that qualify you to early entry, which is knocking around on the forums somewhere. For a solid mystic theurge you're probably best of only taking 1 level of one of the caster classes and using a SLA to qualify.

From your stats and feats it looks like you actually want to melee with this character. I wouldn't advise it. With that many MT and Sorcerer levels and loss of the Favored class bonus to HP you will be squishy and have a terrible BAB. You can buff both aspects with spells, but you'd likely lose the first 2 rounds in any given combat just getting yourself melee ready.


my usual MT's i focus one class (so oracle 1/sorc 5/MT10 - etc.)
using early entry stuff like aasimar for the arcane side and wood oracle (or similar) for the divine, you can get into MT as early as level 4--since if memory serves you cant take a class the level you meet the skill requirements for it. this lets you go oracle 1/sorc 2 and pretend to be a sorc with one level less progression as you keep picking up the divine magic in exchange from MT as you go. the opposite also applies if you focus on oracle instead.

with esoteric training (if your GM allows it), you can get to 17/17 casting in both sides (meaning 9th level spells for a wiz/clr/MT, or 8th level spells for oracle/sorc/MT) by building sorc 6 and oracle 4 (or vice-versa) and attaching the +3 from esoteric training to oracle and the +1 to sorc.

your main advantage over the more 'traditional' MT is that you're incredibly SAD. another bonus is that your oracle curse advances even if you're not leveling as an oracle (though at half speed), grabbing you the level 5 power at 9th level (1 + (8 / 2)) and so on. with the oracle 4/sorc 6/MT 10 lineup you'll get the full curse progression (albeit very late into the game)

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