Tyler Burns 127 |
Looking for ideas on a full-caster build for PFS, I know I want the race to be a gnome or halfling. Would prefer to keep the option to heal myself and others if I can. The books I have are UM, UC, Core, Unchained and APG. The classes i am considering include druid, wizard, witch, oracle and sorcerer. Thanks for any input you have.
Garbage-Tier Waifu |
IF you wanna heal and cast with both those races major stat bumps (Charisma), then go Oracle. It's a spontaneous divine caster, and the mysteries are varied and neat. Despite being divine, they are not beholden to a god, though most are religious in some way. And their abilities let them be really single attribute dependent. Furthermore, they can spontaneously cast all the cure spells of any level they have spell slots, which means they don't even have to have the cure spells known.
Have a good look through it and see what you think. You have plenty of options open to you. (so long as they are PFS legal, and since I don't do PFS, I couldn't tell you what those might be)
Tyler Burns 127 |
Charisma heavy race, and you want to heal... why not go for an oracle?
Concern for buyers remorse on the spell list is the only thing I think of. The Oracle seems like such a cool class, with lots of customization. I wanted to do more than heal I was thinking more of a controller or blaster role. Both of which the Oracle will meet. In your opinion what would be the best mysteries and curse combos?
Garbage-Tier Waifu |
Best Mystery for blasting is hands down Flame, which has....too much blast. You'll never use all of it, but damn if it isn't cool to rain fire on everything.
A good controller is a bit harder to work out. You have the cleric spell list, and a lot of their spells are more about buffing. If anything, summoning is a totally viable strategy for controlling the battlefield, and so possibly just taking something with lots of utility features and using summon monster can be good. The Time mystery has lots of cool things for that, and benefits for initiative, which is the key tool for control.
For the Curse, that is more thematic than anything. They give you cool bonuses, but choose one that makes for a cool character. The safest is definitely Tongues, which also eventually gives you some great bonuses. Just makes sure your allies can understand you. Probably pick Celestial if anything, a pretty handy and commonly known language.
Tyler Burns 127 |
Best Mystery for blasting is hands down Flame, which has....too much blast. You'll never use all of it, but damn if it isn't cool to rain fire on everything.
A good controller is a bit harder to work out. You have the cleric spell list, and a lot of their spells are more about buffing. If anything, summoning is a totally viable strategy for controlling the battlefield, and so possibly just taking something with lots of utility features and using summon monster can be good. The Time mystery has lots of cool things for that, and benefits for initiative, which is the key tool for control.
For the Curse, that is more thematic than anything. They give you cool bonuses, but choose one that makes for a cool character. The safest is definitely Tongues, which also eventually gives you some great bonuses. Just makes sure your allies can understand you. Probably pick Celestial if anything, a pretty handy and commonly known language.
Sorry to ask so many questions, but would you take as a first level feat, extra revelations? Trying to have this character built before the game this afternoon.
Fruian Thistlefoot |
Spirit Guide Oracle is a Lot of Fun.
Allows you to grab Spirits. So if you want to Blast this Run grab up Fire Spirit. Need to be slightly smarter cause your doing a Library Adventure or something. Lore Spirit is there for you. Your adventure taking place underground or in the mountains? Stone spirit is nice is a rocky environment.
Since Revelations can be Bought with Soothsayer's Raiment, Rings, or even feats. I do not mind giving up Revelations for more spells known, Hex, and Spirit Abilities (some are hell useful).
Fruian Thistlefoot |
Advanced Class Guide.
Ah I see you do not have that one yet. Lots in there including the Shaman and Warpriest Classes.
Might I suggest it being one of your next purchases. If your starting out you have a few weeks to save up for a PDF version for $10.00 Has a ton of Archetypes, spells, and new classes.
Saethori |
Furthermore, they can spontaneously cast all the cure spells of any level they have spell slots, which means they don't even have to have the cure spells known.
Just wanted to quickly clarify that this isn't precisely the case; you're thinking of clerics. Oracles add the spells to their spells known automatically (above and beyond the usual spells known for their level), and spontaneously cast them the same way they would any other spell.
They actually have the cure spells as spells known, and don't just pretend like they do.
Jabber123 |
Heavens and Gnome is an amazing combo.
Awesome display makes spells like color spray a show stopper, even at higher levels.
Interstellar void and shooting stars gives you a damage ability to attack foes that are immune to your illusion/pattern spells.
Lure of heavens eventually provides fly.
And star chart eventually provides commune - which if used on a regular basis can help move the plot along, can provide a heads up on dangers, and is just thematic.
The bonus spells are a good mix of illusions. evocation, and overland flight (40 ft fly all day)
PointyHats |
Gnome Oracle 1;
Neutral Small
Init: +2; Perception: +6
DEFENSE
AC 18, touch 13, flat-footed 16, ( +4 armor +1 shield +2 dex +1 size)
hp 11 (11-11)
Fort +2 Ref +2 Will +1
OFFENSE
Speed: 20
Melee Morningstar +2 (1d6 +1 20/x2); Longspear +2 (1d6 +1 20/x3);
Ranged Sling +3 (1d3 20/x2);
STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Base Atk +0; CMB 0; CMD 13
Feats Extra Revelation;
Skills Knowledge (arcana) +4; Stealth +6; Perception +6; Use Magic Device
+5;
SPECIAL ABILITIES
Specials Obsessive; Defensive Training; Gnome Magic; Weapon Familiarity;
Low-Light Vision; Slow Speed; Small; Keen Senses; Languages; Illusion
Resistance; Hatred; Moonlight Bridge; Heavens; Haunted; Awesome Display;
Perception;
Lvl 0: Create Water, Mage Hand, Ghost Sound, Read Magic, Detect Magic and Light
Lvl 1: Bless and Bane
The Shaman |
What if I played to the strong suit of gnomes and went heavens mystery route? Is the heavens mystery any good?
Unless you expect to be facing a lot of undead, say in the Carrion Crown AP, I would say it is fairly good. Many of the abilities are cool and effective, and it adds some versatility to the cleric/oracle spell list.
As for blasting, hmm, I wonder if it is worth it picking the flame curse shaman hex for a flame oracle via spirit guide. Making an enemy vulnerable to flame can be pretty fun. However, this means that you need a standard action to set up your blast. A pity there was no such revelation in the flame mystery itself, that would be just nasty for anything not immune :) .
Deadmanwalking |
Given your focus on offensive casting, I'd advise something in an offensive spell rather than Bane (which is a mediocre debuff). Cleric options in that regard are limited, but you could still grab Command instead (Command is actually not bad at low levels).
Yeah, Color Spray comes online at 2nd level, but you need something to tide you over until then.
PointyHats |
Given your focus on offensive casting, I'd advise something in an offensive spell rather than Bane (which is a mediocre debuff). Cleric options in that regard are limited, but you could still grab Command instead (Command is actually not bad at low levels).
Yeah, Color Spray comes online at 2nd level, but you need something to tide you over until then.
Thanks for the reply I went with Doom instead of Bane, I grabbed a wand of Obscuring Mist as well.