Omadura build (C&C) invited looking for discussion.


Advice


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Hey! I'm very late to the party lol, but I think Omadura seems like a fun class, it kind of feels like a divine bard that's a bit fighty.

So I (obviously) love Pharasma and decided to do a Pharasma one and just saw where it would take me and this is where I end up.

This is where I ended up.

Class: Omadura
Race: Human

Cha: 20 (2)
Int: 12
Wis: 10
Str: 10
Con: 14 (1)
Dex: 18 (2)

God, Pharasma

Traits:
Fates favoured
Fencer

Feat:
1) Weapon Finesse
1) Weapon Focus (dagger)
3) Point blank shot
5) Startoss Style
7) Quick Draw
9) Startoss Comet
11) Deific Obedience
13) Quicken Spell
15) Extended Spell
17) Startoss Shower
19) Steadfast Personality

Inside you will find the final spell list.

Now the theory is primary function will be as a buffer, with secondary functions being a fighter/offensive caster. With the ability to fight in melee or ideally throwing daggers (cause Pharasma) from range. Also stylistically I wanted to lean into being a cloth wearing character, so I figured it'd go chain shirt, into mithril, into eventual bracers of armour. Hence dex based.

Spoiler:
Spells:

0) Read Magic, Create Water, Daze, Acid Splash, Detect Magic, Enhanced Diplomacy

1st) Cure Light Wounds, Protection from Evil, Divine Favour, Obscuring Mist, shadow trap, Stone shield, Disguise Self

2nd) Cure Moderate Wounds, Invisibility, Lesser Restoration, Burst of Radiance, Blistering Invective, Hold Person, Spiritual Weapon

3rd) Cure Serious Wounds, Dispel Magic, Resist Energy Communal, Magic Circle Against Evil, Heroism, Litany of Entanglement, Vision of hell

4th) Cure Critical Wounds, Aura of Doom, Blessings of fervour, Divine Power, Hold Monster, Litany of escape, Invisibility Greater

5th) Cure light wounds mass, Flame Strike, True Seeing, Breath of life, Air Walk Communal, Plane Shift

6th) Cure moderate wounds mass, Cold Ice Strike, Heal, Dispel Magic Greater, Overwhelming Presence, Roaming Pit

Inside you will find backstory in case you give a s*%!.

Spoiler:

I'm stuck on the name, I've not got there yet but aside from that I have a pretty clear idea.

She grew up in a family devoted to the church of Pharasma and from an early age showed signs of being one of pharasma's chosen. Whippoorwill would often be sighted near her and sometimes even land on her body. (hence fates favoured).

Showing an aptitude for curative magic she was taken to be privately tutored by the sisters of their nearest temple to Pharasma, where she would be tutored in the arts of fortune-telling, midwifery and dressing the dead.

As an adolescent, she started to receive visions of the 'Those Who Remain' in her dreams. which is when her training took a turn for the military (hence fencer). Teaching her knife play and to turn her magic towards combat means and routing out followers of the gods of the outer sphere.

Now as a fully realised Omadura, she feels driven to route out those followers, but she often regrets her life taking such a strong turn towards violence. She yearns for the days of playing with the whippoorwill and being taught the art of fortune-telling. To this day she still collects Tarot Cards decks and sometimes paints her own, with limited success.

What's exciting about this character to me at least is its utility as a buffer, its invocation Aura's are great combat buffs, especially once they get access to blessings of fervour to work in random.

On top of which they get great cleric utility spells, (their spell list, in general, is really lit), being able to combine offensive castings of litany's with useful out of combat spells like disguise self, resist the energy and eventually, communal airwalk, not to mention it can do all this whilst playing a grat face roll.

Also, I'd like to mention a high level stand out is Greater Invocation purify, equating to a +5 to all your parties saves, all day. That's massive at high levels.

Here is the level 5 plan. For proof of concept.

Spoiler:

T1)
Action: Invoke Justice

T2)
Action: Spiritual Weapon/Blistering Invective/Hold Person/Burst of Radiance

T3)
Action: Shadow Trap/Attack +9 (1D4+4) (assuming a +1 weapon)

Here is the level 12 plan.

Spoiler:

Precast Heroism.

T1)
Action: Blessings of Fervour
Move: Invoke Destruction & Justice
Swift: Divine Might

T2)
Swift: Litany of Entangling
Action: Vision of Hell/Hold Person/Attack +26/+26/21 (1D4 + 14) (assuming a +3 weapon, blink belt, +4 Dex belt, 4 Charisma band and +2 dex from level)
Move: As required.

Here is the level 20 plan.

Spoiler:

Pre Cast Heroism.

T1:
Action: Blessings of Fervour
Swift: Improved Invocation (Destruction, Justice)
Move: As required

T2:
Swift: Divine Might
Action: 38/38/33/28 (1D4 + 35)
Move: As required

T3:
Swift: Quickened Divine Favour
Action: 42/42/37/32 (1D4 + 39)
Move: As required

Or

T1:
Action: Blessings of Fervour/Roaming Pit/Overwhelming Presence/Hold Monster
Swift: Improved Invocation (Destruction, Justice)
Move: As required

T2:
Swift: Cold Ice Strike/Litany of Entanglement
Action: Flame Strike/Aura of Doom/Heal
Move: Move/Roaming Pit

T3:
Swift: Cold Ice Strike/Litany of Entanglement
Action: Flame Strike/Aura of Doom/Heal
Move: Move/Roaming Pit


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My comparison for an omdura is an inquisitor who can share their judgements, but I can see the bard comparison.

You're clearly feat starved so I'd drop the quick draw. You can get wrist sheaths to have a couple accessible as swift actions, but mostly you'll use just one in melee or throwing as a standard action with startoss (i.e. you can draw as a move action combined with a normal move). If startoss isn't good enough to use that's three wasted feats, drop those instead of QD. Extend spell is cheap as a metamagic rod. There are plenty more feats to take the place of whatever you drop - more ranged feats, encouraging spell, spell penetration etc.


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avr wrote:

My comparison for an omdura is an inquisitor who can share their judgements, but I can see the bard comparison.

You're clearly feat starved so I'd drop the quick draw. You can get wrist sheaths to have a couple accessible as swift actions, but mostly you'll use just one in melee or throwing as a standard action with startoss (i.e. you can draw as a move action combined with a normal move). If startoss isn't good enough to use that's three wasted feats, drop those instead of QD. Extend spell is cheap as a metamagic rod. There are plenty more feats to take the place of whatever you drop - more ranged feats, encouraging spell, spell penetration etc.

Hey AVR long time no see.

Wrist sheaths is a good shout. Startoss style is great in general for spreading damage, but part of the reason I invested in it is to give me a damage boost since you can’t use slashing grace on thrown weapons.

I would like to try and work out a way to do a full round of attacks with the dagger.

What ranged feats would you suggest if we drop quick draw and extend spell. I’m not too familiar with thrown weapon feats.

Spell pen might be a shout, and maybe slashing Grace just for a better melee full round.

I’m not super enthused by encouraging spell. I’d rather extend heroism then buff it slightly I think.


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I'm not sure if throwing with daggers is feasible - that's a horrible weapon to throw. With a 10ft range, you're practically guaranteed to suffer range penalties.

For an Omdura of Pharasma, my would recommendation would be going the negative energy way. That allows you to play a build concept on a neutral character that's usually reserved to Antipaladin: Applying the damage and the very strong debuffs from Touch of Corruption+Cruelty with a Conductive weapon.
This works well with daggers, putting the Deific Obedience to good work and compensating for the low base damage with the bonus damage from Divine Touch. The debuffs also should fit your supportish role, and a "touch of death" theme should fit the flavor. If you have any feats to spare, Extra Lay on Hands would help.

avr wrote:
My comparison for an omdura is an inquisitor who can share their judgements, but I can see the bard comparison.

I'd say it's a Paladin/Bard hybrid (or Antipaladin/Bard hybrid). 6/9 casting and party buffing of the Bard (including the standard@1/move@7/swift@13 action cost progression of Bardic Performance), LoH, Mercies, half-strength Smite, and Divine Bond of the Paladin (or the Antipaladin equivalent abilities).


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Chromantic Durgon <3 wrote:

I would like to try and work out a way to do a full round of attacks with the dagger.

What ranged feats would you suggest if we drop quick draw and extend spell. I’m not too familiar with thrown weapon feats.

If startoss is a plan, get that ASAP - levels 5, 7 & 9. The last feat in the chain only requires +4 BAB after all. Your endgame ranged feats might be critical focus and staggering critical, or deadly aim and far shot. Probably the first two of those.

If you want to do full round attacks then either you use a different weapon, or a different character class, or you focus on melee. Range increment penalties aren't that big a deal when you're making one attack a round, especially if you can adjust your position with a move but with a full attack nailing your feet to the floor the dagger's 10' range increment and far shot coming late if at all, and iterative attack penalties all stack to your own doom.

For melee Derklord's conductive dagger with cruelties seems viable. A touch evil, but Pharasmins aren't required to be nice. It doesn't strictly require feats but slashing grace would be nice, and picking up amateur swashbuckler (dodging panache) could save you if you get out of your depth.

& yeah, g'day CD. What have you been up to this past year? If you've managed to sleep through 2020 more power to you of course.


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@Derklord

That’s actually a really fun suggestion and the more I look at it, the more I don’t think I’m gonna achieve what I’m aiming for with startoss.

Feels like it’d also possibly play nicer with divine weapon. What about

1) Weapon Finesse
1) Weapon Focus (dagger)
3) Extra lay on hands/slashing grace
5) Slashing grace/extra lay on hands
7) Deific obedience
9) Piranha strike
11) Spell Penetration
13) Quicken Spell
15) Steadfast Personality
17) Greater Spell penetration
19) Improved initiative

@avr

I think based off the very good point of the 10ft range and as you mentioned how difficult it is to do a full round of attacks, it’ll be easier to jump ship on the dagger throwing concept.

Leaning bad touch, I could skirt the evilness, by reserving it for when she’s fighting confirmed evil creatures. A bit like a smite.

And sadly no I’ve not managed to sleep through 2020.

I’ve been writing and not yet successfully publishing a novel, and I got more into 5e for a while, but it is a very shallow pit lol.

And I keep finding myself wanting to homebrew a lot more with 5e.

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