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Hi all. I'm looking to finalize a build that balances the role play and roll play in a good way. The Legendary Gambler is a character named Albatross who was initially built on a representing me as a real life person into the game, which has since fallen through. Despite the failed experiment I want to keep the idea alive and use it for next PFS or group campaign because it's amusing to me.
Some background of the heart and soul of the character is that the character is a wandering herald or avatar of good fortune for non evil creatures and is a harbinger of doom and misfortune for the evil. Using his deck of cards and gambling skills he gains wealth only to give much it to good people in need in a psuedo Robin Hood mindset. Speaking of Robin Hood, Albatross wields a bow and arrows when words or cards cannot resolve a situation.
How I have chosen to pursue this is to be a human dual cursed oracle of X for one level and an infiltrator/sacred huntsman/preacher inquisitor of Desna using luck domain for the other levels. Stats are either 12,16(18),14,12,14,7 or 14,15(17),14,12,14,7.
1) Focused study profession gambler
1) defiant luck
5)point blank shot
7) rapid shot
8) focused study perception
9) slayer talent-rogue talent-combat trick-many shot
9) precise shot
15) focused study ???
15) strong comeback
The rest is more archery feats
How many rerolls? Misfortune and divine interference means two rerolls per enemy possibly. Touch of luck 3+wisdom for friendly rerolls for whole turn. Luck domain gives me up to 3 rerolls unconditionally and free action. Misfortune grants a reroll to all allies. Preacher archetype offers 6 rerolls of different circumstances as a free action. Finally defiant luck twice to me as free. Bottom line seems to be I'm limited by immediate actions more than anything. Would like to outright eliminate enemy crits but that's a stretch.
How well do we gamble? At level 10 we have with inexplicable luck adding +8 a +30 or higher dice roll so we are pretty strong.
WHAT I NEED: what oracle mystery? Unless we include extra revelation feat somewhere the only thing that should matter is the bonus skills, I think. Second is how is the order of feats look? Third which stat array is better? Fourth anyone got something better for combat? Fifth, traits?
Any advice is welcome and thx for looking.
|Tom S 820|
|Tom S 820|
Source Second Darkness Player's Guide pg. 15
Requirement(s) Second Darkness
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.
|Tom S 820|
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
hey guys appreciate the posts on the possible reroll options but its not what I was aiming for. Ive pretty much rejected the standard action reroll material aside from the luck domain power because its not what I want. A hex just isn't enough until late levels and using a spell that may or may not get past SR and such isn't my style. A guaranteed immediate or free action reroll means I can still fight on my own. Did debate a cleric vs inquisitor a LOT but I decided that the skills and bane was worth more than the chaos power and spells; and I wanted to be the cleric.
|Tom S 820|
I really like this character concept, and it fits in really well with a character I was coincidentally just about to do. Here are some suggestions of my own.
Fortune hex isn't fabulous by itself... but that's why you have Cackle. As a move action each round, you can potentially keep the fortune hex going forever.
Make sure you get yourself a vorpal weapon when possible, since you're likely to be rolling lots of 20s. Since you're going Desna, the starknife is a good thematic choice since it's a slashing melee weapon that can also be thrown and it's your favoured weapon anyway.
Take the adopted trait to pick up numerological gift.
Inquisitors get a domain anyway, so sticking with Luck is good idea. Sadly Inquisitors benefit from high wisdom, otherwise you'd be able to get Quicken Spell-like ability on Bit of Luck. Something to keep in mind though if you don't mind having an inquisitor with no spells or can find an archetype that swaps the casting ability.
It'd be tough to fit it in, but Fateful channel is nice. Adding Quick Channel on top of that would be well worth it.
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I might as well mention it- you want a friend that is an iroran paladin.
Why?...because if you are going around getting a ton of rerolls and being a famous gambler, then someone is going to try to stop you using the same methods. To deal with that, you want this:
At 3rd level, an Iroran paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Iroran paladin is conscious, and replaces aura of courage.
That helps to mitigate people using forced rerolls on you, like with misfortune hex.
And luckily for you, your iroran paladins are encouraged to write their own codes (since there is no single way to enlightenment), and as such you can get someone a bit more....flexible than the usual paladin.
So yeah, just have your friend there, backing you up as a body guard and guarding your luck as well.
If you could play Catfolk in PFS, then I would suggest grabbing the Black Cat feat; anytime an enemy lands a blow on you, as an immediate action you can force them to reroll with a -4 penalty. But again, this is PFS, and thus you cannot play Catfolk.
Also, most PFS characters retire after Level 10, and you can only keep playing via superdungeons and adventure paths... Though you could always migrate your character to home play.