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I have played a ton of RPGs, mostly palladium and gurps, with a dash of 3.5 and predecessors. I was recently introduced to Pathfinder, and I find the concept of PFS play intriguing and wonderful since I can, in theory, port my character around with me as I move.
I want to make a gnome illusionist, but that class doesn't really exist. Nearest I can tell, the closest approximation would be a one level oracle of heavens and an arcane sorcerer. Is dipping as bad an idea as the forums lead me to believe?
Also, I am pondering Mystery Cultist at level 7 onwards. Horrible idea?

Snow_Tiger |

The only reason to go heavens oracle is do get all those color spay effects right? Unless u really want to attack more than you want to trick people for some really creative battlefield conTROLL (which is what I've done with my low level illusionists), I'd recommend going straight sorcerer or wizard

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Illusion magic can be hard to pull off because its very subjective. Different GMs will give you very, very different results when employing illusions. With one GM you could be overly effective, another one might shut you down almost completely. If you are in ordinary PFS play where you have different GMs each game, then you'll see alot of variance. If you play PFS with the same group (using the same GM), then you can gauge your GM.
That said, check out the Mage Of The Veil school of magic for Wizard.

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Heaven's oracle looks interesting, but how long will the awesome display trick work? I mean, I can see it working well for 8 levels or so, but after than, I mean how quick can you realistically increase charisma to keep it up after that?
I don't see may other revelations that look terribly worth while.

DocShock |

You can keep the Heavens mystery going for a while. Remember that you don't only have color spray, there are two other illusion [pattern] spells on that list, and they have much higher HD caps. Also, playing a gnome Oracle is a great idea. Every time you level up you get a Favored Class Bonus, and the Gnome's is really good. You can make your curse behave as if it were of a higher level, which can be amazing when you want to get rid of curse penalties and pick up curse benefits early. With the Deaf curse, for example, you could have tremorsense at level 10, and get rid of the initiative penalties by level 7. If illusions are your thing though, take the haunted curse. You won't be handy with wands or scrolls, but you can pick up ghost sound and minor image (neither is on the oracle list) pretty early and abuse those as you see fit.
Dipping is usually a bad idea, especially with spontaneous casting classes (like the oracle and sorcerer), because it means you'll be learning spells really late. Not getting access to level 2 spells until character level 5 hurts.