
Chromantic Durgon <3 |

Hey its me back again, I've been building characters to learn to system, started with a Sorcerer, now I'm onto a Oracle.
Next I think I'll do a Druid or a Summoner to lean away from spontaneous casters. I know I should probably do a martial but they just don't tend to spark my interest very much. (Also as an aside, is it more, or does the druid have insane feats and focus spells jeez)
Anyway, to the build, I went with a bone oracle who worships pharasma, to create a big of character conflict, she's anti undead, but her powers lean very necromantic. I've tried to build her towards a support/utility caster with enough blasts to get by, focusing especially on the spells that give hit points cause bone seems like it'll need that. Also a face, cause why not?
Ancestry: Human
Background: Lost Loved One
Class: Oracle of the bones
Languages: Common, Elven, Dwarfish, Infernal.
Stats:
Cha: 18 (22)
Int: 10 (12)
Wis: 14 (20)
Con: 14 (20)
Str: 10 (10)
Dex: 12 (18)
Skills:
Society (B)
Genealogy Lore (B)
Religion [C]
Medicine (R)
Stealth [C]
Diplomacy [C]
Deception [C]
Skill increases:
2) Diplomacy (Expert)
5) Religion (Expert)
7) Medicine (Expert)
9) Religion (Master)
11) Medicine (Master)
13) Diplomacy (Master)
15) Religion (Legendary)
17) Stealth (Expert)
19) Medicine (Legendary)
Skill Feats:
1: Multilingual (background)
2: Bon Mot
4: Encouraging Words
6: Battle Medicine
8: Evangelize
10: Consult Spirits
12: Advanced first aid
14: Shameless Request
16: Divine Guidance
18: Fane’s Escape
20: Legendary Medic
Oracle Feats:
2: Reach Spell
4: Vision of Weakness
6: Steady spellcasting
8: Debilitating Dichotomy
10: Quickened Casting
12: Necromancer’s Visage
14: Forestall Curse
16: Greater Revelation
18: Divine Effusion
20: Oracular Providence
General Feats:
3: Toughness
7: Diehard
11: Incredible initiative
15: Incredible investiture
19: Fleet
Ancestry Feats:
5: Co-operative nature
9: Group Aid
13: Bounce back
17: Heroic Presence
Focus Spells: Soul Siphon, Vision of weakness, Debilitating Dichotomy, Armour of Bones
Spells:
Cantrips) Chilltouch (R), Guidance, Haunting Hymn, Forbidding Ward, Light, Message
1) Heal (S), Command, Mending
2) Bonespray (S), Darkvision, Faerie Fire
3) Vampiric Touch (S), Comprehend Language, Fear
4) Air Walk, Bloodspray Curse (S), Freedom of Movement
5) Drop Dead, Healing Well (S), Wall of flesh
6) Heroism, Vampiric Exsanguination (S), Raise Dead
7) Ethereal Jaunt, Plane Shift, Divine Vessel (S)
8) Harm (S), Canticle of everlasting grief, Spiritual Epidemic
9) Foresight, Wail of the Banshee (S), Crusade
10) Miracle, Revival

Gortle |

Bones Oracle is one the the more difficult concepts to get to work. This is what I came up with:
The Bones Curse is largely reduced hitpoints and healing with some good bonuses against poison, disease and death. It's not great but it is workable. You can exploit Negative Energy effects to your benefit e.g. Harm, but there is a fair bit of complexity there. There is no pressing need to advance the curse, the pluses from Soul Siphon cover it OK. I have built this one as a full caster. It should be specialising in the necromantic side of the divine tradition. Fleshwarp is to stack on the poison defences and mental defence so Debilitating Dichotomy rocks. I didn’t really feel the need for Divine Access because of the arcane spells in this particular build, but Shax for Phantom Pain, Invisibility, Haste is effective. You could add some of the generic Oracle feats here but I filled this one up with extra magic.
Str 10 Dex 14 Con 14 Int 10 Wis 12 Cha 18
Basic equipment: Studded Leather, Sling
Ancestry: Fleshwarp, Shapewrought Fleshwarp, 1st: Deepvision retrain to Adapted Cantrip 5th: Uncanny awareness, 9th: Adaptive Adept 13th:Spew Tentacles, 17th: Heroic Presence
Deity: Dammerich [LG], the only good god of this mystery.
General Feats: Adopted Ancestry Human and take Adapted Cantrip to get Electric Arc. You really do want to get Diehard before you voluntarily inflict yourself with the Wounded condition on the extreme curse.
Class Feats:
Level 2: Sorcerer Dedication for an arcane bloodline,
Level 4:Basic Sorcerer Spellcasting,
Level 6: Basic Blood Potency for Dangerous Sorcery,
Level 8: Debilitating Dichotomy,
Level 10: Advanced Blood Potency for Arcane Evolution,
Level 12:Expert Sorcerer Spellcasting,
Level 14: Bloodline Breadth,
Level 16:,
Level 18: Master Sorcerer Spellcasting,
Level 20: Divine Effusion
Focus Spell: Soul Siphon, a great single action spell, use it often or hardly ever and you don’t have to get another. The free hitpoints you get out of this make the curse manageable. Take Death's Call instead of Touch of Undeath. Advanced Revelation for Armor of Bones is Ok if you must.
Skills: Stealth, Intimidation, Deception

Chromantic Durgon <3 |

I was hoping you'd turn up, I did study your guide quite diligently before building this character because it felt quite tricky to get a bones oracle right.
There is a couple reasons I didn't go all in on a sorc cross feating, as you suggest.
1) I literally just built an arcane sorc, so was trying to go in a different direction. Especially since these are the only 2 pf2 characters I'd make, it seems a shame to make them two similar haha.
2) I don't fully understand how it works, lol.
- Sorcerer dedication seems nice, two cantrips and two skills, can't complain, although it seems like their is no cost to what seems like multiclassing or archetyping? which I found confusing since in pf1 both came with a severe cost.
- Basic Sorc spell casting, this just seemed to good to be true, 9 more spells known over the full adventurers career, for one feat? Am I missing something?
- Basic blood potency for dangerous sorcery, self explanatory.
- Advanced blood potency for arcane evolution, again seems to good to be true, I get a spell book and can learn any arcane spell I want now and swap out at will each day?
- Expert Sorc spell casting, self explanatory
- bloodline breath I'm not sure I fully understand, is this an extra casting of all but your two highest levels everyday? Cause that again seems to good to be true haha
- And Master sorc casting is again self explanatory.
So if I'm understanding this right for 7 feats, I get 9 arcane spells known, an arcane spell book, 7 extra spell slots a day, 3 skills, a signature spell, dangerous sorcery and the DC is only two lower than my oracle spells?
Am I understanding this right? it feels like for 7 feats I'm virtually a pf1 mystic theurge lol.

Errenor |
1 person marked this as a favorite. |
Also a face, cause why not?
Because of this, for example:
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death.You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin. Minor Curse: Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill.
?
I'm not saying it's not possible, but you'd have to ignore that (assuming GM would agree), conceal this (illusions or Impersonate with a disguise kit) or be very intimidating and unpleasant party face in most circumstances. :)

Gortle |

I did it this way because I wanted to diverge from the other Oracle builds. I also did not really see a lot in the Bones Oracle that I liked much. Drained is a pretty serious disadvatage. What you get in compensation is better defences vs poison, disease, death. Those are OK. I didn't see anything really in the class to leverage this. To play an Oracle you need to think what you are getting for it is worth the disadvantage. I really am interested to see what other people come up with.
So I decided to maximize casting ability. I also wanted an offensive focus spell that wasn't an Oracle one that would advance the curse. So I could get value from the Oracles better treatment of foucs points. Given that there are other Charisma casters one of Sorcerer, Bard or Psychic would make sense. So this is the Sorcerer version. I suggest you try one of the others.
For those spellcasting feats you get a spell of each level 1-8, another spell of each level 1-6. The rest of it you have right.
Over to you.

Errenor |
2) I don't fully understand how it works, lol.- Sorcerer dedication seems nice, two cantrips and two skills, can't complain, although it seems like their is no cost to what seems like multiclassing or archetyping? which I found confusing since in pf1 both came with a severe cost.
There's a cost: your class feats. Which is a big one (at least sometimes). Also you need to get up to Legendary according magic skill for spellcasting (and you have only 3 of legendary skills most of the time). And stats prerequisites of course.
- Basic Sorc spell casting, this just seemed to good to be true, 9 more spells known over the full adventurers career, for one feat? Am I missing something?
Definitely: it's only 3 at base and 6 at lvl 14 with 'Bloodline Breadth' taken (at spell levels 1-3).
Also, it's Sorcerer's spells, completely separate from your Oracle spells: possibly another casting tradition, for example (and so another proficiency, master at maximum at 18 lvl).- Basic blood potency for dangerous sorcery, self explanatory.
Again, only Sorcerer's spells and only from spellslots (so no focus spells and cantrips).
- Advanced blood potency for arcane evolution, again seems to good to be true, I get a spell book and can learn any arcane spell I want now and swap out at will each day?
At lvl 8th at the earliest, yes. Only one spell per day. Only Sorcerer's arcane spells in the book.
- Expert Sorc spell casting, self explanatory
If Master in Arcana (in case of arcane sorcerer) by 12th level, yes.
- bloodline breath I'm not sure I fully understand, is this an extra casting of all but your two highest levels everyday? Cause that again seems to good to be true haha
Extra casting and extra spells in repetoire, yes. So, 2 per spell level total, of less than 2 highest levels.
- And Master sorc casting is again self explanatory.
If Legendary in Arcana (in case of arcane sorcerer) by 18th level, yes.
So if I'm understanding this right for 7 feats, I get 9 arcane spells known, an arcane spell book, 7 extra spell slots a day, 3 skills, a signature spell, dangerous sorcery and the DC is only two lower than my oracle spells?
14 Sorcerer's arcane spells known (+1 from the book per day) and 14 slots at levels 1-8, 3 trained-only skills (upgrades not included), 3 signature Sorcerer's spells (plus maybe 1 from the book), and DCs 2 lower in the end, yes (also, equal DCs at levels 2-6, 12-14 and 18).
Am I understanding this right? it feels like for 7 feats I'm virtually a pf1 mystic theurge lol.
7 of your 10, but yes.

Chromantic Durgon <3 |

Chromantic Durgon <3 wrote:Also a face, cause why not?Because of this, for example:
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death.
You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin. Minor Curse: Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill.
?
I'm not saying it's not possible, but you'd have to ignore that (assuming GM would agree), conceal this (illusions or Impersonate with a disguise kit) or be very intimidating and unpleasant party face in most circumstances. :)
There’s nothing that should be a problem until you’ve got the minor curse already active.
Why would being pale, cold skin or a faint earthy smell be a problem for a diplomat. I’d argue it’d be the DM actively looking for any excuse to hamper the character for that to be serious problem.
Once the minor curse is up we’ve got a problem, but if this character was in a city or settlement, where face duties are liable to come up I’d actively avoid using mysteries spells unless I absolutely had to. Which shouldn’t be much of an issue because those areas are where I’d be less likely to need them anyway.
Of course it’s going to come up from time to time, but with any kind of planing and forethought it shouldn’t be such a massive issue, a role play additive if anything.

Chromantic Durgon <3 |

Chromantic Durgon <3 wrote:
2) I don't fully understand how it works, lol.- Sorcerer dedication seems nice, two cantrips and two skills, can't complain, although it seems like their is no cost to what seems like multiclassing or archetyping? which I found confusing since in pf1 both came with a severe cost.
There's a cost: your class feats. Which is a big one (at least sometimes). Also you need to get up to Legendary according magic skill for spellcasting (and you have only 3 of legendary skills most of the time). And stats prerequisites of course.
Chromantic Durgon <3 wrote:
- Basic Sorc spell casting, this just seemed to good to be true, 9 more spells known over the full adventurers career, for one feat? Am I missing something?Definitely: it's only 3 at base and 6 at lvl 14 with 'Bloodline Breadth' taken (at spell levels 1-3).
Also, it's Sorcerer's spells, completely separate from your Oracle spells: possibly another casting tradition, for example (and so another proficiency, master at maximum at 18 lvl).
Chromantic Durgon <3 wrote:- Basic blood potency for dangerous sorcery, self explanatory.Again, only Sorcerer's spells and only from spellslots (so no focus spells and cantrips).
Chromantic Durgon <3 wrote:
- Advanced blood potency for arcane evolution, again seems to good to be true, I get a spell book and can learn any arcane spell I want now and swap out at will each day?At lvl 8th at the earliest, yes. Only one spell per day. Only Sorcerer's arcane spells in the book.
Chromantic Durgon <3 wrote:
- Expert Sorc spell casting, self explanatoryIf Master in Arcana (in case of arcane sorcerer) by 12th level, yes.
Chromantic Durgon <3 wrote:Extra casting and extra spells in repetoire, yes. So, 2 per spell level total, of less than 2 highest...
- bloodline breath I'm not sure I fully understand, is this an extra casting of all but your two highest levels everyday? Cause that again seems to good to be true haha
To be fair, I didn’t really find the oracle feats that inspiring.
7 is a lot, but I still get to have 3 oracle feats and I can’t possibly see that the 4th to 10th most desirable oracle feats beat 14 spell slots, 3 skills, 3 sig spells, some cantrips and some dangerous sorcery. Maybe if I was going battle oracle? Definitely not as a caster that’s leaning into relying on spells.
That’s almost 50% more ammo a day from a more powerful spell list. Lol.
Being an arcane master is a bit of a weird wrinkle to justify in character though.

Chromantic Durgon <3 |

I did it this way because I wanted to diverge from the other Oracle builds. I also did not really see a lot in the Bones Oracle that I liked much. Drained is a pretty serious disadvatage. What you get in compensation is better defences vs poison, disease, death. Those are OK. I didn't see anything really in the class to leverage this. To play an Oracle you need to think what you are getting for it is worth the disadvantage. I really am interested to see what other people come up with.
So I decided to maximize casting ability. I also wanted an offensive focus spell that wasn't an Oracle one that would advance the curse. So I could get value from the Oracles better treatment of foucs points. Given that there are other Charisma casters one of Sorcerer, Bard or Psychic would make sense. So this is the Sorcerer version. I suggest you try one of the others.
For those spellcasting feats you get a spell of each level 1-8, another spell of each level 1-6. The rest of it you have right.
Over to you.
Yeah sometimes I look at classes and can see each feat, focus spell and feature alone is a cool tool, but together they all interlock and make each in turn better. Like cogs. Pf2 druids, pf1 witches are examples of this.
The bones oracle doesn’t feel like that to me, the drain + focus spell geared at temp hit points is nice.
But otherwise it just feels like a pile of stuff that sort of exists independently of itself, thematically it’s cool as f!#% though haha.
I think I might lean towards a bard and see what I can get going down that route, I’m quite happy with my divine blasts, obviously primal or arcane would be better but they’re still serviceable, and they’re extremely thematic.
Especially if a DM agrees to bone spray, which I think is fair on a Bones oracle of all things lol.
Also the character to me is emerging as kind of girl next door character who suffered a horrific bereavement that awakened a latent connection to the death domain. Leaning into the conflict of being a person whose used to be adored and glorified who now increasingly scares people. I think playing a character going out of her way to be kind and devoted in the face of that change would be fun.
And a bard feels like a natural lean for a beautiful, charismatic, friendly person. Plus I’m given to understand bards get a lot of good stuff.

Dragonchess Player |

I would second considering psychic (with Cha as the casting stat) as the multiclass archetype. Psychic also gets "a lot of good stuff" with their psi cantrips (plus spell amps). Some of the conscious mind choices also fit better than the bard muses: The Distant Grasp could lean into a poltergeist theme, The Infinite Eye works well with a "spirit-speaker" concept, The Tangible Dream can be flavored as materializing ghosts and memories, and The Unbound Step can align with journeys on the River of Souls.

Errenor |
To be fair, I didn’t really find the oracle feats that inspiring.
7 is a lot, but I still get to have 3 oracle feats and I can’t possibly see that the 4th to 10th most desirable oracle feats beat 14 spell slots, 3 skills, 3 sig spells, some cantrips and some dangerous sorcery. Maybe if I was going battle oracle? Definitely not as a caster that’s leaning into relying on spells.
That’s almost 50% more ammo a day from a more powerful spell list. Lol.
Being an arcane master is a bit of a weird wrinkle to justify in character though.
Well, if nothing I wrote scares you then enjoy :) Another thing people sometimes say - it's that at high levels full caster's slots are enough by themselves and another caster dedication could be a bit excessive. I am inclined to believe them: I didn't have a very high level caster char with a caster's dedication, but for a sorcerer at levels 8-10 their slots are already mostly enough.
But you have a 3-slot caster (Oracle) and adding arcane spells to divine should be very nice.When a person has a lot of arcane magic in their blood, studying it should be justifiable. =)

Chromantic Durgon <3 |

I’ve actually decided to go down the bardic route, cause I’d already made a sorc so I wanted something new and I’m not going quite as deep into the feat investment as Gortle suggests, cause I found I wanted 4 oracle feats.
So I dropped the breadth feat, cause I didn’t think it was quite as exciting in the way it was limited to the lower slots and I wanted to not muddy the concept too much.
Not sure what I’ll pick, but I’m thinking Heroism and Synesthesia seem like safe bets

PlantThings |

One thing to note about Soul Siphon is that the temporary HP it grants has no duration. So it's something you can keep from encounter to encounter, which covers the Drained HP reduction from your curse really well.
Personally, I think Bones is one the mysteries that's pretty peachy with it's curse up at max at all times. I used to think the opposite because Drained and Wounded spooked me, but in practice, the benefits from your curse helped mitigate a lot of my worries. That and Soul Siphon's temp HP. I basically spam that whenever my temp HP goes down to keep it up as much as possible. Just be wary of your targets for the best temp HP efficiency; getting those crit fails on low fort enemies will feel very good.
Imo, it's only the extreme curse at high levels that you actually have to be mindful of. You can also just have Diehard or keep a Regenerate spell handy in case of emergencies.
Armor of Bones is okay and can work, but I've preferred Soul Siphon over it lately for both damage mitigation and focus spell usage. I second Debilitating Dichotomy though, if you do want another cursebound spell.
A mostly for fun interaction with your curse I like to shill is with the Cloudkill spell. Under moderate and/or major curse, you can stand in a Cloudkill with little risk. You can redirect its movement easier this way too.

Chromantic Durgon <3 |

One thing to note about Soul Siphon is that the temporary HP it grants has no duration. So it's something you can keep from encounter to encounter, which covers the Drained HP reduction from your curse really well.
Personally, I think Bones is one the mysteries that's pretty peachy with it's curse up at max at all times. I used to think the opposite because Drained and Wounded spooked me, but in practice, the benefits from your curse helped mitigate a lot of my worries. That and Soul Siphon's temp HP. I basically spam that whenever my temp HP goes down to keep it up as much as possible. Just be wary of your targets for the best temp HP efficiency; getting those crit fails on low fort enemies will feel very good.
Imo, it's only the extreme curse at high levels that you actually have to be mindful of. You can also just have Diehard or keep a Regenerate spell handy in case of emergencies.
Armor of Bones is okay and can work, but I've preferred Soul Siphon over it lately for both damage mitigation and focus spell usage. I second Debilitating Dichotomy though, if you do want another cursebound spell.
A mostly for fun interaction with your curse I like to shill is with the Cloudkill spell. Under moderate and/or major curse, you can stand in a Cloudkill with little risk. You can redirect its movement easier this way too.
Ooo your input as someone whose played the character (presumably to a reasonable level by the sounds of things)
Toughness, die hard and pumping Con seemed like obvious strats whilst building.
I’ve also come to the conclusion that I think soul siphon is the only spell I was interested in spending focus points on.
Which suited because I’ve put 6 feats into the Bardic dedication.
What did you spend your feats on out of interest?
I like the cloud kill idea, and I’ve got a spell in there I can maybe swap (drop dead) since I’ve picked up 4th level invis through the bard dedication. Could also maybe drop healing well which I’m a bit dubious about anyway

breithauptclan |

I realize that you already went in a different direction than this anyway, but I thought I should mention for anyone else reading this:
To be fair, I didn’t really find the oracle feats that inspiring.
7 is a lot, but I still get to have 3 oracle feats and I can’t possibly see that the 4th to 10th most desirable oracle feats beat 14 spell slots, 3 skills, 3 sig spells, some cantrips and some dangerous sorcery. Maybe if I was going battle oracle? Definitely not as a caster that’s leaning into relying on spells.
That’s almost 50% more ammo a day from a more powerful spell list. Lol.
Remember that those spell slots are noticeably lower than your highest levels that you can cast. Even with Dangerous Sorcery they won't be doing as much damage as higher level spell slots.
Examples for a 15th level Oracle character with all the Sorcerer archetype spellcasting feats available and Dangerous Sorcery.
Throwing out a 3rd level Fireball will do 6d6+3 fire damage in a 20 foot burst. expected damage 24 : 6d6 + 3 ⇒ (6, 5, 1, 6, 4, 1) + 3 = 26
At max heightened level of 5th, it will do 10d6+5 fire damage in a 20 foot burst. expected damage 40 : 10d6 + 5 ⇒ (2, 4, 6, 6, 4, 2, 6, 4, 2, 2) + 5 = 43
7th level Eclipse Burst will do 8d10 cold and 8d4 negative damage in a 60 foot burst. expected damage 64 : 8d10 + 8d4 ⇒ (2, 9, 3, 8, 3, 10, 7, 7) + (3, 1, 1, 1, 1, 2, 3, 3) = 64
8th level Divine Armageddon will do 10d6 negative and 10d6 alignment damage in a 60 foot burst. expected damage 70 : 10d6 + 10d6 ⇒ (3, 5, 2, 1, 6, 6, 1, 2, 3, 2) + (2, 4, 4, 3, 5, 1, 4, 6, 2, 5) = 67
If you could heighten Fireball to 8th level it would be doing 16d6+8 fire damage. expected damage 64 : 16d6 + 8 ⇒ (4, 5, 4, 4, 4, 2, 6, 3, 2, 3, 1, 5, 2, 1, 2, 1) + 8 = 57
But you would have to have Fireball on your Oracle list in order to cast it from the Oracle spell slots.

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I realize that you already went in a different direction than this anyway, but I thought I should mention for anyone else reading this:
Chromantic Durgon <3 wrote:To be fair, I didn’t really find the oracle feats that inspiring.
7 is a lot, but I still get to have 3 oracle feats and I can’t possibly see that the 4th to 10th most desirable oracle feats beat 14 spell slots, 3 skills, 3 sig spells, some cantrips and some dangerous sorcery. Maybe if I was going battle oracle? Definitely not as a caster that’s leaning into relying on spells.
That’s almost 50% more ammo a day from a more powerful spell list. Lol.
Remember that those spell slots are noticeably lower than your highest levels that you can cast. Even with Dangerous Sorcery they won't be doing as much damage as higher level spell slots.
Examples for a 15th level Oracle character with all the Sorcerer archetype spellcasting feats available and Dangerous Sorcery.
Throwing out a 3rd level Fireball will do 6d6+3 fire damage in a 20 foot burst. expected damage 24 : 6d6+3
At max heightened level of 5th, it will do 10d6+5 fire damage in a 20 foot burst. expected damage 40 : 10d6+57th level Eclipse Burst will do 8d10 cold and 8d4 negative damage in a 60 foot burst. expected damage 64 : 8d10 + 8d4
8th level Divine Armageddon will do 10d6 negative and 10d6 alignment damage in a 60 foot burst. expected damage 70 : 10d6 + 10d6If you could heighten Fireball to 8th level it would be doing 16d6+8 fire damage. expected damage 64 : 16d6+8
But you would have to have Fireball on your Oracle list in order to cast it from the Oracle spell slots.
How does the spellcasting DC work? I know you get expert at 7 with normal class features (say Sorcerer) and Master at 15, and I know Expert Dedication is at 12 and Master is at 18...
So if you are 15th level Imperial Bloodline Sorcerer using Dangerous Sorcery (I assume it only applies to your own Sorcerer spell slots??) with, for example, Bardic Dedication, I believe you would have at least 1 6th level slot, and up to 8th level spells as a Sorcerer. If I cast 6th level Shadow Blast from a Bardic Spellslot...is it at expert DC (Or attack roll, I can't remember which one) or is at the Sorcerer DC/Attack Roll which would be Master?
It would seem to me that if it uses not your primary class stuff the only value from spellcasting dedication is buffs like Fly, Stoneskin, Endure, Bless, Heroism, Haste, Invisible, Air Walk, etc. Just completely non-ineractive spells (heal) with no attack, save, DC or anything.

breithauptclan |

How does the spellcasting DC work? I know you get expert at 7 with normal class features (say Sorcerer) and Master at 15, and I know Expert Dedication is at 12 and Master is at 18...
Basically it is calculated like any other proficiency.
If your main class spellcasting tradition and archetype tradition match, then there is only one proficiency involved. The main class's proficiency is almost certainly going to be equal or higher.
Otherwise your main class and your archetype feats will explicitly set your proficiency level for each tradition.
From there you also have to account for possible differences in ability modifier used.
So an archetype that uses the same ability score for its spellcasting modifier is going to have an edge over one that doesn't.
So with the example of a Sorcerer with Arcane tradition and Bard Archetype at level 15 and with Expert Bard Spellcasting you would have...
Arcane: 15(level) +6(master) +cha
Occult: 15(level) +4(expert) +cha
A bit lower because of the lower proficiency rank, but they do use the same ability score modifier.
If instead it was a Wizard with Bard archetype you would have...
Arcane: 15(level) +6(master) +int
Occult: 15(level) +4(expert) +cha
Which is likely to be quite a bit lower on the Occult spellcasting because of both the difference in ability score bonus and the difference in proficiency rank.
An Occult Witch with Bard archetype would have...
Occult(Witch): 15(level) +6(master) +int
Occult(Bard): 15(level) +6(master) +cha
Equal on the proficiency, but likely lower on the ability score.
And an Occult Sorcerer with Bard archetype would have...
Occult(Sorcerer): 15(level) +6(master) +cha
Occult(Bard): 15(level) +6(master) +cha
Which is identical. But you don't get any different spells from the archetype, just more low level ones of the same tradition.
And I am only partially certain of that math. There may be something that I am not accounting for. I am certain that if I am wrong, someone will come along and tell me so.
Dangerous Sorcery (I assume it only applies to your own Sorcerer spell slots??)
That is actually a bit debated. The feat doesn't limit it to only your Sorcerer spell slots explicitly in the wording. But it does mention 'your' spell slots, which can be taken to mean the Sorcerer spell slots since it is a Sorcerer specific feat.

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So in essence, if one were taking a different tradition to diversify options (such as, for instance, Confusion, Synesthesia, blah blah blah) it would be a bad idea, potentially, to use anything requiring a save due to the fact it would be something like +2-4 points lower than the main tradition. (This would be like your wizard + bard example who use diff primary stats and also diff levels of expertise, whereas, like the Sorc/Bard it's +2 merely due to expert vs mastery all else being equal).
As we all know every +1 matters...so hoping an enemy fails a Fear from a level 5 slot from your Bard as a Sorcerer means they'd already be at +2 to their save basically...

breithauptclan |

Every +1 does matter. The math is what it is.
However, whether to try it anyway depends a on lot more than just a blanket statement of "being 2-4 points behind is bad".
After all, other martial classes do exist besides Fighter even though they are all (aside from gunslinger's firearm proficiency) 2 points behind in their attack bonus.
Specifically, if you are picking spells that have a good effect on a success save result, it is unlikely that a reasonably matched enemy is going to crit-succeed the save. So you will still get some good value out of that spell slot. Confusion and Synesthesia both look like they are in that category of spell.

PlantThings |

What did you spend your feats on out of interest?
I've had a few Bones Oracles, but all have either had Blessed One or Medic as early as level 2. Blessed One is great since Lay on Hands bypasses your minor curse, but a little clunky if you have negative healing active often. Medic is the opposite with Battle Medicine not caring about your negative healing state but takes a huge blow from your minor curse. It's campaign dependent imo, but healing is healing and Bones literally lives and dies by it. With free archetype games, I often end up taking both.
Debilitating Dichotomy, Mysterious Repertoire and Forestall Curse are the must have Oracle feats for me personally. Divine Access too but if you're multiclassing anyways, you might not need it as much. I take Nhimbaloth for Cloudkill if I'm going for that gimmick. Otherwise, I go for what Gortle already pointed out with Shax, one of the best deities for Bones last I checked. Not going for the additional revelation spells really opens up a lot of class feat space so that's great for your multiclass or any other archetypes.
I started prioritizing Canny Acumen over Diehard early on to help avoid going down in the first place. I've learned that Diehard is more for later levels, specifically as the extreme curse safety net.
For skills, I'm all in on the Medicine and feats that improve Treat Wounds, but I also go hard with Intimidation and feats that improves Demoralize. More ways to set up Frightened is really good, especially for increasing Soul Siphon's success rate. Demoralize into Soul Siphon is a common turn for me, and that's only two of your actions. For my Cloudkill build, I additionally focus on Stealth for the Sneak feats.

Chromantic Durgon <3 |

The ones I’ve got down currently are forestall curse, reach spell, then 16 and 20 are Necromancer’s visage (mostly a flavour choice) and oracular providence.
Unfortunately from a character perspective I don’t think there’s any way for this particular bones oracle to get the things you’re talking about through divine access. She worships Pharasma.
That said, the bard spells do give me some nice flexibility anyway. Specifically, Alarm, Mirror image, haste, Invisibility, Dimension door, Synaesthesia, Reverse gravity and maze. I decided to pivot away from save and sucks now I understand how multi class DCs work.
I went the diplomacy, Bon Mot route, but intimidate would be better. Strictly combat wise at least.
I think I’m getting pretty close to happy with her.

PlantThings |

The ones I’ve got down currently are forestall curse, reach spell, then 16 and 20 are Necromancer’s visage (mostly a flavour choice) and oracular providence.
Reach spell for any caster with good 1-action spells is always nice when you can get it. An extra 10th level spell is always welcome. Ironically, I don't think I've played a Bones Oracle after the release of Book of the Dead so I've never even read Necromancer's Visage. It seems really fun in the right campaign so I hope it serves you well.
Unfortunately from a character perspective I don’t think there’s any way for this particular bones oracle to get the things you’re talking about through divine access. She worships Pharasma.
Thankfully, you don't need to worship the deity you choose for Divine Access at all, so you should be good. You can take Divine Access multiple times after all.
I went the diplomacy, Bon Mot route, but intimidate would be better. Strictly combat wise at least.
Both are great in different ways, so it's all preference imo. Frightened is just more universal being able to improve all of your save spells while Bon Mot and Evangelize are specialized for Will save spells, which is a lot of what the Divine and Occult lists have to offer. So Frightened will help out your non-Will save spells like Soul Siphon, but inflicting Frightened is usually a Will save anyway like with the Fear spell.
Solid spell list too by the way. Those spells are exactly what a lot of Oracle players look for when considering Divine Access support options. You should be fine.

Gortle |

Chromantic Durgon <3 wrote:What did you spend your feats on out of interest?I've had a few Bones Oracles, but all have either had Blessed One or Medic as early as level 2. Blessed One is great since Lay on Hands bypasses your minor curse, but a little clunky if you have negative healing active often. Medic is the opposite with Battle Medicine not caring about your negative healing state but takes a huge blow from your minor curse. It's campaign dependent imo, but healing is healing and Bones literally lives and dies by it. With free archetype games, I often end up taking both.
Note that taking Negative Healing is totally optional. You don't have to. As with emmenations from spells like heal you can typically exclude yourself if you want. Unless you are setting up to use it in some way then just don't go there. It will simplify party dynamics. Yes Blessed One is worth picking up as you need magical healing for your minor curse. But it won't help you if you choose negative healing. Just watch your traits on healing and be aware of how your GM will handle it.