Heymitch |
I was fiddling around with a bit of theory crafting in the past week or so, and I've been focused on Necromancy as of late. Here's what I came up with:
Start with a Half-Elf Oracle, and choose to spontaneously cast Inflict spells. Take the Ancient Lorekeeper and Black-Blooded Oracle archetypes.
Pick a Mystery that works for you (I went with Lunar).
Ancient Lorekeeper replaces your bonus spells with spells of your choice from the Sorcerer/Wizard list (although you cast them as one level higher). Now, your character doesn't channel, but he does spontaneously cast Inflict spells, which he can use to heal himself thanks to the Black-Blooded Oracle archetype.
You can pick up some additional Necromancy spells from Ancient Lorekeeper, such as Touch of Fatigue, Chill Touch, Spectral Hand, Vampiric Touch, and Enervation. Spectral Hand lets you deliver touch spells from Medium range (without a Rod of Reach, but by all means pick one of those up as a backup). Now you're delivering Chill Touch, Vampiric Touch, Inflict Spells, Bestow Curse, and Poison from more than 100 feet away.
Black-Blooded Oracle gives access to Dark Resilience, which allows for a limited number of re-rolls of failed saves vs. poison, paralyzation, disease, death effects, energy drain, and ability drain, all with a +4 circumstance bonus. It can also grant Darkvision, if you like. It also grants us cold resistance, and eventual immunity.
Lunar Mystery gives us access to Prophetic Armor (Cha to AC and Reflex saves, instead of Dex). We'll probably want to pick up the Noble Scion of War feat at first level, to give us Cha to Initiative, too.
Other nice revelations include Primal Companion, which is really fun for a necromancer. Now when our critter dies, we can keep him around as a Bloody Skeleton, and then go get a new one.
Once we get access to Mass Inflict spells, the revelation Touch of the Moon is awesome, adding a confusion effect with a scaling DC against anyone damaged by our Inflict spells.
I basically love necromantic characters, but I'm not a fan of walking into the midst of a bunch of brutish bad guys with a Death/Undead Cleric and channeling for damage (mainly because I hate it when a dozen or so not-quite-dead guys decide to return the favor). This build lets me play something that has more of a Sorcerer feel to it while getting access to the cleric list, and I get to display the bravery that comes from being safely out of reach.
Also, as a Half-Elf, it gets a leg up on the Eldritch Heritage feat chain, and it get's a FCB of Extra Spells Known.
Anyone have any other Oracle concepts that make use of Ancient Lorekeeper?
Prometeus |
Something like this
Level 1
Unnamed Hero
Half-elf oracle (ancient lorekeeper) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 24)
NG Medium humanoid (elf, human)
Hero Points 1
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged composite longbow +5 (1d8/×3)
Oracle (Ancient Lorekeeper) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—bless, cure light wounds, divine favor
. . 0 (at will)—detect magic, guidance, mending, read magic
. . Mystery Wood
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0.75; CMB +1; CMD 15
Feats Point-blank Shot
Traits indomitable faith, reactionary
Skills Acrobatics +5, Perception +5, Spellcraft +4, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, elven lore, hero points, oracle's curse (legalistic), revelation (wood bond), vow to self
Other Gear composite longbow, 150 gp
--------------------
Tracked Resources
--------------------
Vow to Self (1/day) - 0/1
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +0 Add half oracle level to Knowledge checks about elves.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. .
Level 6
Unnamed Hero
Half-elf oracle (ancient lorekeeper) 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 24)
NG Medium humanoid (elf, human)
Hero Points 1
Init +7; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+4 armor, +1 deflection, +5 Dex, +1 luck, +1 natural)
hp 54 (6d8+6)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 composite longbow +11/+11 (1d8+3/19-20/×3)
Oracle (Ancient Lorekeeper) Spells Known (CL 6th; concentration +8)
. . 3rd (3/day)—blur, cure serious wounds
. . 2nd (6/day)—cure moderate wounds, gravity bow[APG]
. . 1st (7/day)—bless, cure light wounds, divine favor, prestidigitation
. . 0 (at will)—detect magic, guidance, mending, read magic
. . Mystery Wood
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 12, Int 10, Wis 8, Cha 14
Base Atk +4.5; CMB +5; CMD 22
Feats Point-blank Shot, Precise Shot, Rapid Shot
Traits indomitable faith, reactionary
Skills Acrobatics +6, Craft (bows) +9, Diplomacy +6, Heal +8, Knowledge (history) +9, Perception +13, Sense Motive +3, Spellcraft +6, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, elven lore, hero points, interaction bonus, oracle's curse (legalistic), revelations (wood armor, wood bond), vow to self
Combat Gear jingasa of the fortunate soldier; Other Gear +1 composite longbow (+1 Str), amulet of natural armor +1, bracers of falcon's aim, ring of protection +1, 150 gp
--------------------
Tracked Resources
--------------------
Aspect of the Falcon (Constant) - 0/0
Jingasa of the fortunate soldier (1/day) - 0/1
Vow to Self (1/day) - 0/1
Wood Armor +4 (6 hours/day) (Su) - 0/6
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +3 Add half oracle level to Knowledge checks about elves.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Armor +4 (6 hours/day) (Su) +4 AC.
Wood Bond +2 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license..
and so on, the key is on focusing on spells for archery and buffing the party and each level use the race favored class bonus to Wood Bond
UnArcaneElection |
^Change from bow to Elven Branched Spear (which presumably works with Wood Bond) and pick up Weapon Finesse and Combat Reflexes to get an awesome Reach build. You can get Elven Branched Spear proficiency with Half-Elf's Ancestral Weapons alternate racial trait or Elf with a dip in a martial class.