Oracle of Time spell and feat selection (Str-dump and racial Cha penalty)


Advice


Here's the situation with this character. I want to make a full casting oracle that does not get involved in melee combat if at all possible, and their dismal Str score reflects that. However, they have a racial penalty to Cha and a racial bonus to Wis (homebrew race where everyone agreed they would probably have a racial penalty to Cha). Sure I could go for a race with better stats, but I really like the mental visuals of the concept as is, so race is set in stone. Fortunately, I rolled REALLY well with other ability scores, making the idea more than salvagable.

Ability Scores (after racial modifiers)
Str 7
Dex 18
Con 18 (+2 bonus)
Int 12
Wis 14 (+2 bonus)
Cha 16 (-2 penalty)

Originally, I thought about having Con 20 and Dex 16, but with Str so low, they're probably going to stick with light armor, so they need all the AC they can get.

I know for a fact I want this Oracle to have the Time mystery, and I'm giving them the Dual-Cursed Oracle archetype, with Haunted for their advancing curse, and Tongues for their second curse. Their alignment is going to be NG.

Feat-wise, I'm not sure what to go for here, other than taking Extra Revelation twice so I can get all the revelations I want. I did a bit of searching but I'm still not certain what feats to get to make this concept shine. I figure this character would probably benefit a lot from the Reach Spell metamagic feat, given spells like Bestow Curse require a melee touch. Since he has high Dex, maybe Weapon Finesse would be another means to make melee touch not suffer from the low Str.

I did some more thorough brainstorming for possible spells, but getting things narrowed down is proving troublesome, and I could be missing some really good debuff spells that don't allow saves (can't find a spell filter for that anywhere). For favored class bonus, I was thinking bonus spells known, like what human has available to them.

If there are any missing spells that would be suggested for an full caster oracle with a debuffing/support role, I would be glad to hear them.

1st-level (5)
Bonus spells: Cure light wounds, ill omen
Considered spells (7): Remove fear, bless, protection from evil, command, entropic shield, shield of faith, sure casting
Spells to be retrained?: Protection from evil, shield of faith

2nd-level (5)
Bonus spells: Cure moderate wounds, oracle's burden, levitate, minor image
Considered spells (10): Delay poison, eagle’s splendor, resist energy, protection from evil (communal), restoration (lesser), silence, spear of purity, make whole, hold person, augury
Spells to be retrained?: Make whole, resist energy, delay poison

3rd-level (4)
Bonus spells: Cure serious wounds, bestow curse
Considered spells (9): Dispel magic, prayer, resist energy (communal), magic circle against evil, chain of perdition, borrow fortune, delay poison (communal), find fault, remove curse

4th-level (4)
Bonus spells: Cure critical wounds, threefold aspect
Considered spells (10): Blessing of fervor, debilitating portent, restoration, purify body, death ward, dismissal, freedom of movement, holy smite, make whole (greater), spell immunity

5th-level (4)
Bonus spells: Cure light wounds (mass), permanency, telekinesis
Considered spells (11): Break enchantment, curse (major), siphon magic, raise dead, spell resistance, plane shift, dispel evil, command (greater), ancestral memory, scrying, spell immunity (communal)

6th-level (3)
Bonus spells: Cure moderate wounds (mass), contingency
Considered spells (8): Heal, dispel magic (greater), dust form, animate objects, blade barrier, chains of light, eaglesoul, banishment

7th-level (3)
Bonus spells: Cure serious wounds (mass), disintegrate, reverse gravity
Considered spells (10): Particulate form, spell scourge, create demiplane (lesser), restoration (greater), resurrection, holy word, jolting portent, regenerate, umbral strike, waves of ecstasy
Spells to be retrained: Create demiplane (lesser)

8th-level (3)
Bonus spells: Cure critical wounds (mass), temporal stasis
Considered spells (6):
Create demiplane, holy aura, euphoric tranquility, angelic aspect (greater), nine lives, spell immunity (greater)
Spells to be retrained: Create demiplane

9th-level (3)
Bonus spells (6): Time stop
Considered spells: Polar midnight (for flavor, he would call it absolute zero), energy drain, create demiplane (greater), heal (mass), miracle, spell immunity (greater communal)

Liberty's Edge

IMO divine spell lists are just not good enough to justify being a casting only build in the same way arcane spell lists are. If you're the only caster you can kind of get away with it because there is enough to make you a better crowd controller than no crowd controller but you'll never be as good as an arcane caster.

For spells you're missing summon monster spells and fog type spells, grab some of those.

Also, for first level spells retrain command instead of protection from evil. PoE can mean the world and your spell DCs are subpar early and won't justify keeping a save or lose at first level.


ShadowcatX wrote:

IMO divine spell lists are just not good enough to justify being a casting only build in the same way arcane spell lists are. If you're the only caster you can kind of get away with it because there is enough to make you a better crowd controller than no crowd controller but you'll never be as good as an arcane caster.

For spells you're missing summon monster spells and fog type spells, grab some of those.

Also, for first level spells retrain command instead of protection from evil. PoE can mean the world and your spell DCs are subpar early and won't justify keeping a save or lose at first level.

That's quite helpful, I had also considered such spells, but was a bit worried about the feat costs needed to make summoning worthwhile. I also just realized, if I stick with the Tongues curse, command and other language-dependent would basically be useless unless the enemy happens to speak the same language that I'm forced to speak during combat. But then, I'm also not 100% sold on Tongues for the non-advancing curse.

As for fog-related spells, I did also see a 2nd-level spell that would make such spells not debilitating toward my party, Ashen Path.

Regarding PfE, my thought was more retraining to get the communal and magic circle versions when they become accessible.


Faolán Maiali the Azure Abjurer wrote:


I know for a fact I want this Oracle to have the Time mystery, and I'm giving them the Dual-Cursed Oracle archetype, with Haunted for their advancing curse, and Tongues for their second curse. Their alignment is going to be NG.

Feat-wise, I'm not sure what to go for here, other than taking Extra Revelation twice so I can get all the revelations I want.

Well, in selecting the time mystery you have one of the best.

And dual-Cursed Oracle gives you this beauty-

"Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day."

Fortune isn't bad either.

Feats- there is always improved initiative.

Also, I don't agree Divine spells are too weak for a character built around casting. And you have a bunch of powerful revelations in addition to spells.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Oracle of Time spell and feat selection (Str-dump and racial Cha penalty) All Messageboards

Want to post a reply? Sign in.