
Third Mind |

As the title asks. I'm looking for a build, lv. 3, 25 point buy, where I can force the enemy to reroll... a lot.3 levels isn't much room admittedly, but I guess I'm just trying to optimize in this particular area best I can.
I know witch of course will be part of it with the hexes and I'll omen spell and probably the misfortune oracle. Anything else, like feats, traits and such that I can use to force enemy rerolls relatively often though?

Renegadeshepherd |
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I've found that a human using their race specific rerolls on themselves combined with either 1) an inquisitor with one level dip of oracle or 2) a cleric based on luck/fate domain with oracle dip works best. The inquisitor has the advantage of being able to trade in solo tactics and teamwork feats for 3 different kind of rerolls, has skills an bane for fighting, and can still take the domain. Divine interference hurts him a bit but he can still use it to mess with with foes well. The cleric on the other hand can use this to support like few can. An ecclisitheurge could be blasting away and making foes fail their saves, an evangelist can boost rolls to absurd levels (Chaldira or Desna) and get rerolls too. And on and on and on. Btw chaos domain is HUGE for reroll builds if you can touch enough.
Oracle doesn't suck for a reroll build, far from it, but doesn't have the range of options the inquisitor or cleric does. Now if you have a laser focused idea of what you want to do besides misfortune then an oracle may still be better, but oracles are much more focused than clerics and inquisitors.
Concerning hexes, it's a trap. Standard action hexes aren't going to cut it by mid game as you could be using better stuff or action economy. Even the chaos domain power is better. Yes it's costing a standard action and is a touch attack but there is no save whereas the ranged hex has a save (but may last more rounds, maybe).
Hope that didn't come off as rude or dashing on what you want to play, it's the data that I've come across time and time again.

Third Mind |

Hope that didn't come off as rude or dashing on what you want to play, it's the data that I've come across time and time again.
Not rude at all. In fact it was quite insightful, thank you.
The Chaos Domain re-rolling looks pretty good, but it raises some questions. When it says it last for 1 round, does it last till the end of your next turn? Or does it end at the beginning of your next turn? I ask, because I guess what I'm looking for is something where the enemy has little to no chance of succeeding against the next thing this character is going to do. Also, if I do go this route, wouldn't touch attacks be slow in their own right? At least if you intend to make use their "bad luck" for something you're about to do?
Anyways, with what you've written in mind, I'm actually considering 1 Cleric of Chaos / 1 Dual-Cursed Oracle / 1 Mesmerist
Mesmerist will give an (almost) unavoidable -2 to will saves, some spells, a trick to use and a bonus to bluff. Dual-Cursed will give the misfortune revelation and spells, and cleric will give the touch of chaos and spells as well. I'll need to look over it further to see if this'd be viable for what I'm looking to do, but -2 on will and having to reroll twice for will on whatever I do to them seems like a bad time for them.
Thanks again renegade.

Artifix |

Halfing Jinxes are nice.
Halfling Jinx: Halflings with this racial trait gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This replaces halfling luck.
You can get feats such as Sluggish Jinx for more negatives. As well as Area Jinx to affect more people.

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***Arrrgh! I be known all across the seven seas as a pirate you'll be very unfortunate to oppose!***
This character is one of my most fun and is a Dual-Cursed Oracle 1(for Oracle misfortune), Witch 8 with Misfortune Hex. Using the Oracle Mistortune to force enemies that make their save against my witch misfortune works a remakable amount of times. Making baddies save or suck is really popular because it really allows the other heros to shine. Additionally, the I now have the Fortune hex as well which makes my allies happy also.
However, since you seem intent on gaining even more rerolls I'd encourage you to pass on witch, as it's a class that really suffers from multiclassing (although I haven't suffered with my single level of oracle, i wouldn't really consider taking a second non-witch level.)

Renegadeshepherd |
Chaos only lasts until the end of that turn if I remember rightly making it potentially useless unless initiative is high, and this idea needs HIGH initiative fast.
Comments on hexing: I said its a trap because its a standard action and can be saved. The save is doable because you can increase it and isn't a bad exchange for the range. But that standard action is HORRIBLE. The misfortune hex, divine protection, preacher inquisitor saves, fate domain saves, spells are all either swift actions or can be made into that. Now it's true that a hex can be extended at the cost of a move action with cackle or go for more rounds after level 8. That 2 round for post 8 is questionable value because your just about to divine protection at that point AND you should be able to have multiple
Means to reroll by now. And then sometimes if you don't move you lose the range by which you can cackle AND now your giving up a standard action that may not work on turn 1 only to give up a move action on turn 2.
Or you could say that instead of using standard actions for hexing you could be using a bow to be shooting your foes, maybe with bane maybe not as misfortune revelation and rerolls are swifts too. But the point is that your adding to the fight while taking away the enemies in the same turn. And sometimes the dice just HATE you and all the rerolls in the world won't matter, but at least you were attacking.
One final comment.... Hexes are not the save or sucks they are made out to be. If the BBEG has an 80% chance to do his stuff then a reroll isn't that big a deal. But if you can use a well timed misfortune revelation ability on a crit roll from BBEG you have flipped it an 80% chance ,thereabouts, of him not getting a crit. And if he should happen to fail to hit at all it's just gravy.

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Chaos only lasts until the end of that turn if I remember rightly
No, it lasts the entire round. That said, I agree that Oracle's Misfortune is the best option because it's an immediate action.
Divine protection, you mean the divine feat that adds to your saving throw 1/day? Or is there something else I'm missing?

Glych |
Renegadeshepherd wrote:Chaos only lasts until the end of that turn if I remember rightlyNo, it lasts the entire round. That said, I agree that Oracle's Misfortune is the best option because it's an immediate action.
Divine protection, you mean the divine feat that adds to your saving throw 1/day? Or is there something else I'm missing?
I *think* he means divine interference, which allows you to expend a spell slot as an immediate action to force an enemy to reroll an attack, with a penalty on the reroll equal to the level of the spell slot.