Hazrond |
So here is my issue, i am making an oracle at level 2, 1000 gp, 20 point buy, i want to do the Tongues curse alongside the Solar mystery, but i am a bit stuck as to what i should DO, the only guide for oracles that i could find is horribly outdated and i need suggestions as to what would be good to do with this mystery, i decided on playing a suli because of the various things they get, the DM has also ruled that the 6 + int skill points from outsider type overwrites the normal 4 + int that oracle gets, so can anybody tell me what i should do with this oracle? the only guide i could find was horribly outdated and so i am at a loss as to what this mystery is good for.
TL;DR i need suggestions for what to focus in with my feats and spells using the Solar mystery
VampByDay |
does anybody have any ideas?
I would like to know what your campaign is supposed to be like and maybe what the other players are making (or is this pathfinder society?) That will determine what revelations and spells you should take.
As for your stats, it looks like you are mostly going to be a non-combatant. I would suggest focusing on buffing/debuffing spells and abilities so you can actually do SOMETHING in combat. Bless is boring, but it is a great go-to spell for a generic party buff.
Hazrond |
Well so far the campaign has been us taking on a few varied jobs from the police force in the main city of the area, the first one sent us far north to deal with a necromancer and a town full of undead, the second had us dealing with a murder mystery where my character came up with a mission impossible style plan to lure in the murderer, it worked but i got killed before the party could get to me due to the murderer being several levels higher than me, he was caught and locked up in the end though, that is how i got to the creation of my second character, this oracle, so far the party has a paladin (tank/beatstick), an inquisitor (Archer and some lie-detection magic so far), a barbarian (Extreme beatstick), and my former character was playing the role of spellcaster for the group, a sorcerer who had incredible luck and ended up being a real mcgyver up until his untimely demise. so i figured i would make another spontaneous spellcaster type and i remembered about the Solar mystery from the Harrow Handbook, that is how i arrived at building this character but all i could find on Oracles was a very out-of-date handbook called Channeling the Cosmos, thats why i was asking what i should do feat and spell-wise, also the DM has a caveat this game, no traits, archetypes, or 3rd party content
Helcack |
Starlight Agility, Sungazer, and Serpent in the Sun are good for higher levels as they give you the ability to run away and sneak up on people. Astral Caravan is great at lower levels as it's the only low level ability that let's you travel such far distances in such a short amount of time. For feats you could go Nature Soul->Animal Ally->Boon Companion for a bird(to scout for you) and you could go Skill Focus(Heal)->Eldritch Heritage(Empyreal)->Improved Eldritch Heritage(Wings of Heaven)->Greater Eldritch Heritage(Conviction) then focus on casting light-based spells and summoning celestial creatures(angels, planetars, etc.) The solar mystery is honestly only very good for scouting and running away, so that would most likely be the role you could fill best.
Arksangiel |
does anybody have any ideas?
Suli Solar Oracle?
Str 12
Dex 13
Con 12
Int 10
Wis 7
Cha 20
I think I have a great, unorthodox, battlefield control idea here:
Revelation 1: Solar Wind, increase your strength at level 4, go down the power attack and improved/greater bull rush line.
Revelation 2: Starlight Agility, so you can move around the battlefield between uses of Solar Wind with impunity.
At the beginning, you'll be a fairly mundane, standard caster. At later levels, you drop flaming spheres in inopportune places (like corridors) and use Solar Wind to bull rush monsters into it. 1d6+1/2 level + 3d6 if successful is not bad for a low level revelation, and it will provoke AoOs from your allies after you get greater bull rush.
Later, you set up a blade barrier for battlefield control, and again, bull rush things into it. If possible, I'd get strength at 14 to start so I could Power Attack and deal decent two-hander damage at level 1 (with a reach weapon).
Grab a decent number of melee buffs for your party and yourself, and play buffer/battlefield control with incidental dps. If you have some way to channel your Solar Wind through a weapon (like conductive) it works even better. Consider (for defense) taking the Cha bonus to saves feat line.
Hazrond |
Why the solar mystery? What is that giving you that you like?Sun stride is a less situational shadow jump, astral caravan is awesome travel power, sungazer is free scrying, serpent in the sun lets me skip eating when i need to, and torch touch is great for the party members who cant see in the dark
Hazrond wrote:does anybody have any ideas?Suli Solar Oracle?
Str 12
Dex 13
Con 12
Int 10
Wis 7
Cha 20I think I have a great, unorthodox, battlefield control idea here:
Revelation 1: Solar Wind, increase your strength at level 4, go down the power attack and improved/greater bull rush line.
Revelation 2: Starlight Agility, so you can move around the battlefield between uses of Solar Wind with impunity.
At the beginning, you'll be a fairly mundane, standard caster. At later levels, you drop flaming spheres in inopportune places (like corridors) and use Solar Wind to bull rush monsters into it. 1d6+1/2 level + 3d6 if successful is not bad for a low level revelation, and it will provoke AoOs from your allies after you get greater bull rush.
Later, you set up a blade barrier for battlefield control, and again, bull rush things into it. If possible, I'd get strength at 14 to start so I could Power Attack and deal decent two-hander damage at level 1 (with a reach weapon).
Grab a decent number of melee buffs for your party and yourself, and play buffer/battlefield control with incidental dps. If you have some way to channel your Solar Wind through a weapon (like conductive) it works even better. Consider (for defense) taking the Cha bonus to saves feat line.
this idea sounds really cool, the only feat i really had in mind was Dazing spell so that means i can take these feats and bull rush like a beast with my revelation, nice idea there man :D the only thing is while i COULD have a 14 strength easily, it means dropping my intelligence and dexterity by one point each, while that is fine for the dex it saddens me because i end up losing skill points but i can totally do this, great idea :)
Edit: i just realize that i can just drop dex by one point and get a 13 in strength at level one for the power attack and so on, that way i dont have to damage my intelligence :D
Hazrond |
Or are there better feats to take than eldritch heritage? if i took that feat line i would probably go for the Harrow bloodline due to how well it fits and because i like the abilities but i may be able to be persuaded towards others (also from what i read in the feats, the midde feat only needs to be taken once, then you can keep taking greater for each eldritch heritage you get from then on, skipping improved)
Westphalian_Musketeer |
So buffing, debuffing, and scouting are what i should probably go for then?
Indeed, and so you'll likely want to invest skill points in stealth and perception, alongside some knowledge skills to help you identify enemies ahead of time. With such a high charisma I'd also recommend investing in Diplomacy. You're taking the Tongues Curse, which means you won't be needing to invest in linguistics to learn new language (although one of your allies should learn your battle tongue).
Granted, your wisdom dump stat is going to hurt your perception and sense motive aspects early on, so make sure you invest a rank every level for the first little while.
Lastly, and this is something I'd recommend for anybody and everybody making a new character:
Get a cold iron and a silver weapon as early as possible, and preferably have the silver weapon be blunt so it's still dealing the same damage.
Lastly, what race are you playing as?
Hazrond |
Hazrond wrote:So buffing, debuffing, and scouting are what i should probably go for then?Indeed, and so you'll likely want to invest skill points in stealth and perception, alongside some knowledge skills to help you identify enemies ahead of time. With such a high charisma I'd also recommend investing in Diplomacy. You're taking the Tongues Curse, which means you won't be needing to invest in linguistics to learn new language (although one of your allies should learn your battle tongue).
Granted, your wisdom dump stat is going to hurt your perception and sense motive aspects early on, so make sure you invest a rank every level for the first little while.
Lastly, and this is something I'd recommend for anybody and everybody making a new character:
Get a cold iron and a silver weapon as early as possible, and preferably have the silver weapon be blunt so it's still dealing the same damage.
Lastly, what race are you playing as?
i am playing a Suli and as for perception and sense motive, i gained both as class skills by one method or another and with a point each i have got a +2 on sense motive and +4 perception
Arksangiel |
Or are there better feats to take than eldritch heritage? if i took that feat line i would probably go for the Harrow bloodline due to how well it fits and because i like the abilities but i may be able to be persuaded towards others (also from what i read in the feats, the midde feat only needs to be taken once, then you can keep taking greater for each eldritch heritage you get from then on, skipping improved)
Well, Dazing Spell is an option...or:
Toppling Spell,
Get to 13 Int as well as strength
Combat Expertise
Improved Trip
Skill Focus: Knowledge(Nature)
Eldritch Heritage(Verdant)
Now you have a tripping spiritual weapon, tripping vines, and a bull rush blast.
If you're in a home game, quicken spell-like ability will also work on the vines, but it's not allowed in PFS.
Although, I really like the thought of Dazing Spell, Extra Traits (Magical Lineage(Flaming Sphere), Wayang Spellhunter (Flaming Sphere)).
You could even grab quicken spell, extend spell, spell mastery and some sort of elemental admixture and just make your DM sick and tired of flaming icy acidic electric spheres.
Hazrond |
Hazrond wrote:Or are there better feats to take than eldritch heritage? if i took that feat line i would probably go for the Harrow bloodline due to how well it fits and because i like the abilities but i may be able to be persuaded towards others (also from what i read in the feats, the midde feat only needs to be taken once, then you can keep taking greater for each eldritch heritage you get from then on, skipping improved)Well, Dazing Spell is an option...or:
Toppling Spell,
Get to 13 Int as well as strength
Combat Expertise
Improved TripSkill Focus: Knowledge(Nature)
Eldritch Heritage(Verdant)Now you have a tripping spiritual weapon, tripping vines, and a bull rush blast.
If you're in a home game, quicken spell-like ability will also work on the vines, but it's not allowed in PFS.
Although, I really like the thought of Dazing Spell, Extra Traits (Magical Lineage(Flaming Sphere), Wayang Spellhunter (Flaming Sphere)).
You could even grab quicken spell, extend spell, spell mastery and some sort of elemental admixture and just make your DM sick and tired of flaming icy acidic electric spheres.
im not so sure about the feat, our DM really hates traits with a passion, other than that though good ideas! :D
Hazrond |
ok so i think these are my feats, Extra Revelation, Skill Focus (Knowledge: History), Eldritch Heritage (Arcane), Power Attack, Eldritch Heritage (Harrow), Improved Bull Rush, Greater Bull Rush, Improved Eldritch Heritage (Arcane), Greater Eldritch Heritage (Harrow) and Dazing Spell, at level 1 i am taking Extra revelation, the question is what order i should take the others in?
Arksangiel |
ok so i think these are my feats, Extra Revelation, Skill Focus (Knowledge: History), Eldritch Heritage (Arcane), Power Attack, Eldritch Heritage (Harrow), Improved Bull Rush, Greater Bull Rush, Improved Eldritch Heritage (Arcane), Greater Eldritch Heritage (Harrow) and Dazing Spell, at level 1 i am taking Extra revelation, the question is what order i should take the others in?
Honestly, I wouldn't grab Extra Revelation at first level--I'd take Power Attack and use a Longspear from behind the melee.
You can hit pretty hard at level 1 (with a 13 str, it's a minimum of +4 damage per hit and will on average one-shot anything without 2HD). Go ahead and grab Starlight Agility first, then pick up Solar Wind when you get it naturally. You can't take Eldritch Heritage twice (the feat does not specify that you can do this), so you can only pick one bloodline.
At 5, grab Improved Bull Rush, Dazing Spell at 7th, and Greater Bull Rush at 9th. Then go up your Arcane Heritage of choice now that you have the level to get the +6 from skill focus for 10 ranks and have a sorcerer level with some appreciable effects.
Hazrond |
Hazrond wrote:ok so i think these are my feats, Extra Revelation, Skill Focus (Knowledge: History), Eldritch Heritage (Arcane), Power Attack, Eldritch Heritage (Harrow), Improved Bull Rush, Greater Bull Rush, Improved Eldritch Heritage (Arcane), Greater Eldritch Heritage (Harrow) and Dazing Spell, at level 1 i am taking Extra revelation, the question is what order i should take the others in?Honestly, I wouldn't grab Extra Revelation at first level--I'd take Power Attack and use a Longspear from behind the melee.
I was going to grab extra revelation so i could have astral caravan and solar wind at 2nd level but i guess i can just wait on solar wind, frees up a feat, also since i am an outsider (playing a Suli) i get free martial proficiency, because of that i decided to go with a Glaive-guisarme as my weapon
You can hit pretty hard at level 1 (with a 13 str, it's a minimum of +4 damage per hit and will on average one-shot anything without 2HD). Go ahead and grab Starlight Agility first, then pick up Solar Wind when you get it naturally. You can't take Eldritch Heritage twice (the feat does not specify that you can do this), so you can only pick one bloodline.
I am pretty sure that since it is one of those "Multiple choice" feats you can, either way i am pretty sure that the DM wouldnt care if i took it twice
At 5, grab Improved Bull Rush, Dazing Spell at 7th, and Greater Bull Rush at 9th. Then go up your Arcane Heritage of choice now that you have the level to get the +6 from skill focus for 10 ranks and have a sorcerer level with some appreciable effects.
this seems like a good setup, but what would i take at level 3? skill focus i guess for the eldritch heritages?