| Revolving Door Alternate |
I have 2nd level Gnome Oracle of Bones (focused on necromancy attack spells rather than animating undead). The GM will still allow me to adjust it a bit if desired. Also, I don't have the future build nailed down yet.
I know this isn't really an 'optimal' build, but we were specifically requested to make fairly bizarre characters with a potential weakness. So I dumped strength clear down to 5 and spent almost all my coin on collection of 1st level scrolls. With a 5 str I have to be very careful what I carry and scrolls don't weigh anything while still being potentially very useful.
I'm seriously considering the Spirit Guide for some additional versatility since I can change it each day. Especially since they would give some additional spells and hex. Do you think it would be a good idea?
I definitely want Spell Focus Necromancy and Greater Spell Focus Necromancy. I'm pretty sure I want Reach Spell since so many of the nasty necromancy spells are touch and I don't want to get that close if I can avoid it. There are also some pretty good ray spells. Should I invest in Point Blank and Precise Shot so I can use them in combat without huge penalties?
What else would you recommend?
This is for the Strange Aeons AP if it makes any difference to your answers. But please don't give me any spoilers. The sense of mystery and surprise are most of the hook for me with this campaign.
Male gnome oracle 2 (Pathfinder RPG Advanced Player's Guide 42)
LN Small humanoid (gnome)
Hero Points 2
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 19 (2d8+6)
Fort +3, Ref +1, Will +4 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +2 trait bonus against mind-affecting effects, +2 vs. illusions, +2 bonus vs. fear and despair, +1 trait bonus vs. aberrations
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Offense
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Speed 20 ft.
Melee cestus -1 (1d3-3/19-20)
Spell-Like Abilities (CL 2nd; concentration +7)
. . 1/day—bleed (DC 13), chill touch (DC 14), detect poison, touch of fatigue (DC 13)
Oracle Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—cause fear (DC 18), infernal healing[ISWG], inflict light wounds (DC 18), ray of sickening[UM] (DC 18)
. . 0 (at will)—create water, detect magic, guidance, mending, stabilize
. . Mystery Bones
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Statistics
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Str 5, Dex 12, Con 16, Int 12, Wis 12, Cha 21
Base Atk +1; CMB -3; CMD 8
Feats Command Undead, Spell Focus (necromancy)
Traits deathtouched, foe of the strange, rapscallion
Skills Acrobatics +1 (-3 to jump), Bluff +9, Diplomacy +9, Disguise +9, Escape Artist +2, Intimidate +9, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +8, Linguistics +2, Profession (Mortician) +6, Sense Motive +5, Spellcraft +5, Stealth +9
Languages Common, Draconic, Gnome, Necril, Sylvan
SQ eternal hope[APG], hero points, oracle's curse (legalistic), power-hungry, revelation (undead servitude), vow to self
Combat Gear potion of cure light wounds, potion of reduce person, scroll of air bubble, ant haul, scroll of aspect of the nightingale, bleeding strike, bless, scroll of carrion compass, comprehend languages, dancing lantern, scroll of deathwatch, detect undead, diagnose disease, scroll of hide from undead, ironbloom sprouts, know the enemy, scroll of magic stone, magic weapon, moment of greatness, scroll of obscuring mist, recharge innate magic, scroll of protection from chaos, protection from evil, protection from good, protection from law, scroll of remove fear, remove sickness, sanctuary, scroll of semblance of flesh, shield of faith, stunning barrier, scroll of swallow your fear, tracking mark, unbreakable heart; Other Gear cestus[APG], headband of alluring charisma +2, bandolier[UE], bandolier[UE], belt pouch, earplugs[APG], scroll case, silver holy symbol of Pharasma, skeleton key[UE], spell component pouch, 9 sp, 7 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
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
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.