Spellscar Oracle Feat Advice


Advice


So, have a human character who is about to become a 7th level Spellscar Oracle. I won't go into the whole build, but when you need to know is that I am building this character to control chaos. Magic breaks down around him and goes wild. I need a feat to pick up at level 7 that can fit into this idea, but it's been a long day and my brain is mush.

Here is what my character already has:

Feats:
- Extra Revelation
- Deft Hands
- Improved Initiative
- Spell Penetration

Revelations:

- Eldritch Bolt
- Mystic Null
- Primal Mastery
- And at level 7 I will be picking up Eldritch Scar

Also if it helps, my character is also a con-artist and pickpocket with poor impulse control. He's a blast to play. The setting is custom, and the GM will sometimes have magic go haywire around me.

I could use my feat to get another extra revelation. But I want to see if there's a better feat out there for causing wild magic, controlling wild magic, or protecting against wild magic.

I've looked around the feats section, but there is so much there.

Does anyone have any thoughts? Thank you in advance.


1 person marked this as a favorite.

Tumultuous spell or stylized spell (or stylized spontaneity) could look like wild magic, though technically neither has any relation to it. Similarly with blighted critical.

Wild magic may involve caster level checks. Boosting your caster level would help, though that takes more than one feat (e.g. Varisian tattoo requires spell focus). Craft wondrous item would allow making magic items that might help.


1 person marked this as a favorite.

Once you hit lvl 9 I'm assuming you're likely to pick up the Trigger Primal Magic Event Revelation; Supplement it with the Conduit feat Primal Bloom at lvl 11 (if you're planning for the long run of random shenanigans)

Primal Bloom:
With a ferocious cry, you call to the First World to render magic unpredictable.
Prerequisites: Knowledge (planes) 10 ranks.
Benefit: As a standard action, you can create a 50-foot-radius spread of primal fey influence centered on yourself. This area is stationary and lasts for 1 minute. The affected area gains the wild magic planar trait (see page 63), except that the DC of the caster level check increases by 5. If the area already has the wild magic planar trait, the DC of the caster level check increases by 10 instead.
You can use this feat once per day, plus an additional time per day once you have 15 ranks in Knowledge (planes) and three times per day once you have 20 ranks in Knowledge (planes).

As avr said, Tumultuous Spell is great for the eraticness of wild magic (idk if it would be allowed, but Magical Lineage or Wayang Spellhunter and attaching it to an Orison/Cantrip is always fun, particularly Brand, Light, Virtue, Vigor, Guidance, Resistance or Stabalize) (Light may not be valid for this, check first).

Abundant Revelations, as some of your 'Once per day' revelations are quite good.

Abundant Revelations:
You can plumb the depths of your mystery to use your revelations more often.

Prerequisites: Mystery class feature.

Benefit: Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new revelation.

Divine Interference is a fun way to say no to crits on your allies at the cost of a spell slot.

Divine Interference:
You can convert a spell to interfere with an enemy’s attack.

Prerequisites: Divine spellcaster, caster level 10th.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

Spirit Ally is a favorite of mine as a constant Unseen Servant. (Double Down on this with the Magic Trick feat if you're allowed to, I've had some accept it and others deny it)

Spirit Ally:
You have a close connection with a spiritual assistant capable of aiding you in small ways.

Prerequisites: Caster Level 8th.

Benefit: You gain the assistance of an invisible shapeless spirit. This acts as a constant unseen servant spell, using your character level as your effective caster level. For every 4 character levels you have, the spirit ally’s effective Strength score increases by 2 (to a maximum of 12 at 20th level). If the spirit ally dissipates or is dispelled, it returns after 24 hours.


Magic Trick: Unseen Servant:
Choose one spell. You are able to manipulate that spell beyond its typical uses.

Prerequisites: Ability to cast the chosen spell or spell-like ability.

Benefit: You can use any magic tricks relating to the chosen spell so long as you meet the appropriate magic trick requirements.

Special: You can select the Magic Trick feat multiple times. Each time you take the feat, it applies to a new type of spell.

Who better than Seganam, a conjuration professor at Korvosa’s Acadamae, to discover a variety of applications for unseen servant. Originally he modified the spell to assist with his alchemical experiments, but over time he learned to make these servants function in a variety of ways. Today, armor-clad servants stand perpetual guard outside his office. In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (unseen servant) feat to use the trick.

Phantom Decoy (Disguise 6 ranks): Your servant can inhabit a suit of armor as if wearing it, appearing as haunted armor. This reduces the unseen servant’s movement speed as normal armor would. Attacks against the unseen servant target an AC equal to 10 plus the armor bonus from the armor. Any successful attack damages the armor as if it were targeted by a sunder combat maneuver. An area effect that deals 6 or more points of damage destroys the unseen servant as usual.
Unfettered Servant (Reach Spell): Without increasing the spell slot, you increase the range of your unseen servant to long. If the servant moves beyond the spell’s range, it finishes its current task before it ceases to exist.
Unseen Apprentice (Combat Casting, Spellcraft 3 ranks): You servant is gifted with a spark of magical prowess. If the servant is adjacent to you when you attempt a concentration check, you gain a +1 bonus to the check. This bonus increases to +2 when you have 10 or more ranks in Spellcraft.
Unseen Assistant (Craft [any], Perform [any], or Profession [any] 3 ranks): You infuse your servant with the spirit of creativity. It can assist you as if successfully using the aid another action with a single Craft, Profession, or Perform skill in which you have 3 or more ranks. Alternatively, it can use any of these skills itself, using half of your total bonus for that skill.
Unseen Squire (armor proficiency): Your servant can assist any character in donning armor with which you are proficient. When doing so, that character is considered as having help to don her armor and can do so in half the usual time: 5 rounds for light armor, 1 minute for medium armor, or 2 minutes for heavy armor.
Unseen Warrior (base attack bonus +3): You imbue your servant with the spirit of battle, reducing the duration to 1 round per level but allowing it to take aid another actions in battle on your turn. The servant has an attack bonus equal to your caster level plus the highest of your Intelligence, Wisdom, or Charisma modifiers.

Also, if you don't mind me asking, are you going with the 'God-Meddled' Curse? It adds more random effects when you get targeted by Divine Spells for the first time each round.


1 person marked this as a favorite.

I now realize I'm a bit of an idiot mere seconds after posting, as I missed the Need feat for level 7...

If you have the intelligence minimum for it:

Fast Learner:
You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

You get your choice of retroactive skill points, hit points, or Human favored class bonus (which is more spells known).

And I recommend looking into both Magic Trick and Equipment Trick as they both have some versatile options to fit your character better.


Thank you. You've given me options to think about for level 7 and for the future. Thank you!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Spellscar Oracle Feat Advice All Messageboards

Want to post a reply? Sign in.