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I was wondering what you guys think of this build idea (it is not PFS legal due to the feat taken at level 1). The main mechanical premise will be the use of Holy/Unholy Ice Weapon Spell (cold/water descriptor) + Divine Fighting Technique (Desna - CHA to attack/damage for starknife) + Startoss Style/Feat Chain (more damage and chain reaction of hits) + Winter Mystery (Freezing Spells revelation - Causes creatures to be 'slowed') + Shaman Waves Spirit Hex (Crashing Waves - Fort save or be knocked prone) + a rime metamagic rod in your hand (become entangled) to toss out a massive debuff starknife that ideally will bounce between multiple opponents causing them to get stuck in place.
Oracle (Spirit Guide) X
Race:
- Human
Racial Traits:
- Versatile human (+2 CHA/+2 DEX)
Traits:
1 - Extremely Fashionable (+1 to Dip./Bluff/Int, Bluff as Class Skill)
2 - Varisian Tattoo (Gives star-knife proficiency and other stuff)
Stats (Level 1)
STR - 9
DEX - 14 (12 + 2 Race)
CON - 14
WIS - 12
INT - 12
CHA - 18(16 + 2 Race)
Feats:
1 - Divine Fighting Technique (Desna) - CHA to Att./Dmg. with a star knife
3 - Weapon Focus (Starknife)
5 - Point Blank
7 - Startoss Style
9 - Startoss Comet
11 - Startoss Shower
Mystery:
1 - Winter (gives some good control spells over waves). You take 'Freezing Spells' at level 1 and Wintery Touch at Level 11 (so you get +1D6 cold damage on any weapon you use). Freezing spells causes anyone that fails a saving throw and takes cold damage from a spell to be debuffed as per the 'slow spell' for 1 round. This increases to 1D4 rounds at level 11. Normally a save is required to make this kick in, which is granted by the Crashing Waves hex from the shaman.
Spirits:
1 - Waves (gives the same spells as the water mystery so you should have most water/cold spells between the spirit/revelation (except snowball) on your spell list. You will grab the crashing wave's hex which allows you to up your CL for water descriptor spells as well as give a fort save or the opponent gets knocked prone. This save important as it allows the holy ice weapon spell to trigger the freezing spells revelation from your oracle mystery.
Curse:
1 - Covetous (adds UMD to class list) and is easy to do. Very little in the way of negatives like other curses.
Startoss style says you can't have a weapon or shield in hand (excluding a buckler) so you can carry a lesser meta-magic rod of rime when casting the spell. Thus, at level 11 with point-blank, but no buffs, you will be able to throw out a starknife that does:
+18, 1D4 + 16 + 1D6 Cold + 10 Cold + 1D4 (holy/unholy)
This will carry with it a DC 22 Fort save for being knocked prone, being slowed for 1D4 rounds, and entangled for 2 rounds. As well this shot can go on to hit 2 more enemies potentially. The holy/unholy ice weapon spell from build level 5 onwards will have the returning feature so it'll return at the end of the turn back to your hand.
You can also have a adamantine star-knife that you progress as a backup for DRs or cold immune creatures along with a blink back belt. Of course you have full spell progression with nice ice/water spells added from your spirit/revelation (looking at you Holy Ice or an elemental rod of cold version of Geyser).