| Hastein |
Hello kind adventurers. After playing a witch for Skull and shackles I've join my ST with a table of veteran players who are playing Wrath of the Righteous and I'm kind of lost in the sea of possibility.
Out of curiosity I've decided to try ninja but the role isn't for me so I've decided to try and go back to play a caster. And decided that after trying an arcane spellcaster I would try to go for a divine one.
The thing is that my co-player are hardcore min-maxer and I would like to be able to keep up with them and I'm not sure for the road to take with this character.
I've decided to go catfolk which seems to give good options for the class with a classical setting of characteristcs (STR: 8 DEX: 14 (+2) CON: 14 INT: 10 WIS: 12 (-2) CHA: 16 (+2)). I've read two guides and from what I'm reading I could go either controller, debuffer or summoner with this class but I'm not sure which mysteries or which archetype to take.
Shadow seems interesting but my ST says shadows are not that great but the guide I read recommend it, so what do you guys says ? Is Outer Rift worth it for Wrath of the righteous ? Otherwise I was thinking of taking either time or heavens. Battle seems really good but I'm not too keen on getting to close combat so I don't know is it still worth it ?
Dual curse seems a good choice but spirit guide seems like a really nice concept. Is the second one worth it to lose 3 revelations ?
The character is suppose to be a follower of Desna that would then go for Hierophant mythic path unless some of you have a better idea ? We currently have a marshal, a guardian/champion and another champion.
Generally I don't really bother with this much but the group makes me want to have something efficient and not feel like a third wheel. I'm grateful for any advice you guys might be able to give me.
| avr |
Spirit guide is more than worth it, yes. So - on a different character - is dual-cursed.
It does sound like something caster-based is going to be important with 2.5-3 goons in the party already. Heirophant & oracle should work.
The shadow mystery is certainly good as a spellcaster and would let you cover some arcane spells too if that's necessary. Outer rifts is more about buffing yourself into a melee monster, more literally than usual. Heavens is a bit more specialised than I'd like as the sole spellcaster. Time works though it doesn't really come with a good image or concept IMO. Battle is indeed about charging into a fight and laying waste to the enemy.
| Joynt Jezebel |
Since you want to keep up with a bunch of power-gamers some of the more powerful mysteries imho are dragon, time and ju-ju if you want to be a necromancer with an undead horde [which I am pretty certain you don't].
The dual-cursed archetype gives you misfortune which is broken-good. Extra revelations are excellent too.
| Hastein |
@joynt Well I mean I have nothing against being a necromancer... But I think I'm gonna have a hard time to convince them that I'm good aligned with a horde of undead creatures. But yeah I did thought about it.
Dragon has a really cool flavor to it but is it good if I want to be purely spellcasting ? I'm not much of a close combat player and while the mystery does seems to have some really cool things, it seems to me he would shine better as melee oriented ?
I have had the time to try misfortune with the witch it does the body good.
How does exactly shadow mastery works with disbelieving an illusion, which I guess might be why my st said it's not the best one mystery to go with since some npc's might have high save.
| avr |
Dual-cursed's misfortune is an immediate action. Sure it only applies to one roll but that's enormously better than the witch version. It would synergise with shadow magic obviously.
The shadow mastery is for spells like shadow conjuration which have a % effectiveness if the enemy makes their save. Shadow conjuration has 20% effectiveness in that situation, if you'd just got shadow mastery at level 7 then it would be 27% effective instead. It's useful but not great. The first two revelations from the shadow mystery you would get are army of darkness and dark secrets.
| Joynt Jezebel |
Dragon has a really cool flavor to it but is it good if I want to be purely spellcasting ? I'm not much of a close combat player and while the mystery does seems to have some really cool things, it seems to me he would shine better as melee oriented ?
Kind of yes and no, mostly no imho.
I know where you are coming from in avoiding melee. I often play arcane casters and when so doing avoid melee like the plague.2 of the dragon mysteries are useful only in melee, those giving you claws and tail swipe. Form of the Dragon sort of does too,somewhat, but that is so cool and powerful you want it anyway.
I have had the time to try misfortune with the witch it does the body good.
Dual-cursed's misfortune is an immediate action. Sure it only applies to one roll but that's enormously better than the witch version.
avr is right as usual aside from one thing. A witch can cackle,prolonging misfortune indefinitely. An Oracle can't.
| Mysterious Stranger |
If you want to optimize a mythic oracle make sure that whatever mystery you take has a lot of revelations that scale up as you level up. Mythic domain makes all of your revelation count as if you were 4 levels higher, but does not grant early access to them. It also allows you to regain all uses of your revelations once a day. This can be a huge boost in power and should not be lightly dismissed.
Another thing to consider is which mythic spells will you be able to use. Look to see if the spells of your domain have mythic version of them, and if they are any good.
The Heavens mystery is actually pretty good in a mythic campaign. Awesome Display allows you to reduce the HD of those affected by your pattern spells by your CHA modifier. This means spells like color spray, hypnotic pattern and rainbow patters remain useful much longer.
Mythic color spray allows you to add half your tier to what you can affect with it. Between that and awesome display this means that this spell remains useful at nearly any level. Mythic is going to give you a huge CHA bonus because of the extra stats from mythic. Assuming a 30 CHA at 13th level your color spray will knock unconscious a 15 HD creature, and blind and stun a 17 HD creature. If you take spell focus, greater spell focus and mythic spell focus the saving throw will be 25 as a 1st level spell.
Philippe Lam
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I might fancy a Battle Oracle with a Life Spirit Guide. The character won't be the best at anything, but considering the versatility, decent enough.
The problem is it might be intensive revelation-wise : one to be able to equip every martial weapons and armours, one another to get a feat tree of Weapon Focus, Greater Weapon Focus and Improved Critical, and an optional one for Improved and Greater versions of a maneuver, all while technically, the archetype makes the character lose ssveral revelations.
With the spells you might have a martial who could get close to the full BAB classes strength-wise (a couple of examples could involve Divine Favor or Ironskin) and being able to support the group even if not a lot (the balance between the two sides of the coin is up to the player). The mythic path which might fit the most would probable be the Guardian. The campaign trait gives extra HP per each mythic rank and down the road, there's ways to have some DR/epic. With the mythic version of Shield Other, regardless of the source you'd get 5 less damage than normal, adding more tanking into the mix.
Now that might not suit you because it requires more masochism than many could accept.