Oracle w / 9 str and wis, or 11 str and 7 wis?


Advice


I'm just trying to decide which hurts more, terrible carrying capacity and miserable chance to hit if it comes to that coupled with a poor will save, or an average carrying capacity and poor chance to hit if it comes to that coupled with a worse will save and terrible perception.
Stats were rolled.

What does the wisdom of this community think? Thank you.

Edit: this will be for Skull & Shackles if relevant.

Build:

Sandy "Scruffy" Trufflebottom
Female rakshasa-spawn spirit guide oracle 1
CN medium humanoid (native outsider)
Deity Besmara
Init + 2; Senses darkvision, Perception -1
Defense
AC 12, touch 12, flat-footed 10 (+ 2 dex)
hp 11 (1d8+ 3)
Fort + 3, Ref + 2, Will + 1
Resist cold 5, electricity 5, fire 5
Weaknesses oracle’s curse (haunted)
Offense
Speed 30 ft.
Melee
Ranged
Special Attacks
Tiefling Spell-like Ability (CL 1st; concentration + 6)
1/day— detect thoughts (will DC 17)
Oracle Spells Known (CL 1st; concentration + 6)
1st (5/day) — air bubble, cure light wounds, murderous command (will DC 16)
0 (at will)—create water, detect magic, ghost sound, light, mage hand, purify food and drink
Mystery Heavens
STATISTICS
Str 9, Dex 14, Con 17, Int 13, Wis 9, Cha 20
Base Atk + 0; CMB -1; CMD 12
Feats Bouncing Spell1
Traits Magical Lineage (murderous command), Fast Talker, Buccaneer’s Blood
Skills Bluff 1/+ 10, Diplomacy 1/+ 9, Disguise 0/+ 7, Intimidate 0/+ 6, Knowledge (local) 1/+ 5, Knowledge (religion) 1/+ 5, Profession (sailor) 1/+ 3, Sense Motive 1/+ 5
Languages Common, Draconic, Infernal
SQ revelations (awesome display); prehensile tail
Gear 110 gp; 30 lbs
peasant’s outfit 2 lbs
lamellar cuirass 8 lbs 15 gp
dagger 1 lb 1 gp
lt xbow 4 lbs 35 gp
20 bolts 2 lb 2 gp


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

It depends on what you plan to do. If the choice were mine, I would stay out of hand to hand combat and go with the lower strength and make sure to mitigate any wisdom loss. Then again, the various times I have played, will saves became important and summoning spells (and a tendency to grab augmented summoning) helped make the lack of hand to hand ability moot.

I also tend to play life oracles, the prerequisite feat "spell focus: conjuration" actually helps cure type spells.

A Heavens oracle with the metamagic feat of selective spell helps often as well (color spray, augmented with one of the Heavens mysteries, using selective spell to avoid dazing allies in the line of fire).


Were the stats rolled in order or can you rearrange? You could put the 13 into strength and a 9 into Int -- losing the skills will hurt a bit but low strength could be literally deadly, especially in a campaign where you will be expected to make swim checks.


I would dump strength and make up you carrying capacity by casting ant haul.


I plan on her primarily being a caster. I was thinking muleback cords eventually. I have the 13 in Intelligence so I can use arcane enlightenment to pick up Dominate Person after a couple intelligence bumps. (We have a house rule mechanic that replaces stat boosting equipment with just plain bonuses :)


11 Str, 7 Wis.

Take this Feat.


Rynjin wrote:

11 Str, 7 Wis.

Take this Feat.

Especially if you're not starting at level 1. The first few levels will be painful if you are but Oracles have good Will saves so you'll prolly be fine until you can take the feat at 5th.


Oh yeah, I didn't mention but I plan on that feat for 5th level. By then it will be a +6 to all saves :)

Edit: I guess with that feat I should worry at all about the will save. Thanks.

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