haldir

From Sea to Shore (level 6 Pathfinder)

117 posts in this topic

I assume oracles can't have archetypes, bue to no archetypes before Ult Magic existing in the class.

Share this post


Link to post
Share on other sites

I added Ultimate Magic to the game. I see no prob with that one.

Share this post


Link to post
Share on other sites

I think I'll nix those. They look interesting but my limited knowledge of Pathfinder GMing may prevent me from working with them properly.

Share this post


Link to post
Share on other sites

Fair enough. I don't normally use them and tend to find them rather complicated. I was just interested.

Share this post


Link to post
Share on other sites

I'm looking at Dual cursed oracle. It sounds bad but as I read it more it more like oooh Shiny

Share this post


Link to post
Share on other sites

That similar to a dual bloodline sorc/bloodrager? I thought of that one for my Mummy's Mask bloodrager but in the end I went with the Spelleater archetype.

Share this post


Link to post
Share on other sites

I have to take two curses one is plays like normal but the other never grants special abilities. I get extra revelations however. I think I will do tounges and Wasting as my two curses and have my ability granting one be tounges.

Share this post


Link to post
Share on other sites

Ok that sounds different then as the dual bloodline as you mesh the 2 bloodlines into one. Picking whatever you would at the level you get it.

 

Sounds interesting. Oracle is one class I never really look but the more I see of it I like it.

 

I'm gonna run the Kobold King mods as well at RCon next year so I'm in the process of bring them up into Pathfinder vs a mod just for 3.5. A Oracle might be a interesting kobold class.

Share this post


Link to post
Share on other sites

There pretty much divine sorcerers. But with a little more customization

I think I just might completely reconfigure my already posted character I didn't like some of the spells as they don't fit well.

Edited by NightyKnight

Share this post


Link to post
Share on other sites

No worries, reformat & post. I haven't decided a start date thou I was thinkin around Sept 1st or so.

Share this post


Link to post
Share on other sites

Guess I'm looking at something martial. Maybe a barbarian, at long last. Want to take a look at the archetypes, just to make the most of the opportunity. I've never used them.

1 person likes this

Share this post


Link to post
Share on other sites

My hopefully final re config. I will add equipment when I hear what I can have.

 

Valen Faldar
Aasimar oracle (dual-cursed oracle) 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 45 (6d8+12)
Fort +4, Ref +1, Will +7; +4 Competence bonus vs. disease
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 6th; concentration +10)
   1/day—daylight
Oracle (Dual-Cursed Oracle) Spells Known (CL 6th; concentration +10)
   3rd (4/day)—bestow curse (DC 17), cure serious wounds, water breathing
   2nd (6/day)—cure moderate wounds, hold person (DC 16), inflict moderate wounds (DC 16), oracle's burden[APG] (DC 16)
   1st (7/day)—cure light wounds, endure elements, forbid action[uM] (DC 15), ill omen[APG], inflict light wounds (DC 15), obscuring mist
   0 (at will)—create water, detect magic, guidance, light, purify food and drink (DC 14), read magic, resistance
   Mystery Waves
--------------------
Statistics
--------------------
Str 12, Dex 9, Con 12, Int 12, Wis 15, Cha 19
Base Atk +4; CMB +5; CMD 14
Feats Extra Revelation[APG], Improved Initiative, Martial Weapon Proficiency (trident)
Traits resilient, sacred touch
Skills Bluff +0, Craft (alchemy) +7, Diplomacy +8, Disguise +0, Heal +11, Perception +7, Sense Motive +8, Spellcraft +10, Stealth +2, Survival +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aquan, Auran, Celestial, Common, Elven
SQ oracle's curses (tongues, wasting), revelations (fluid travel, fortune, ice armor, misfortune)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fluid Travel (Walking, 6 hours/day) (Su) Walk on liquid as if was solid.
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Ice Armor +4 (6 hours/day) (Ex) Conjure a suit of armor made of ice, stronger in cold temps, and weaker in hot.
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 o
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Tongues (Aquan, Auran) You can only understand and speak two languages in combat.
Wasting +4 competence bonus to save vs. Disease

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Share this post


Link to post
Share on other sites

I think I can take care of a vast majority of the party's re-rolling and healing needs. I added the Trident proficiency for effect.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Flaming Tiki
      There I was the hobby store, I had the bones version in my hand when I ran across the metal Pathfinder version, I opted for metal. Still working out my NMM, planning on some color glazing before it's done. I also decided that this dude gets an elaborate base. I don't play with my figs, so they will all be getting the advanced base treatment. I also decided to play with green stuff for the first time. I only have pics of the helmet mods right now, but there's more (next post).
       

       Thank's for droppin in and checkin this out, what do you think?
    • By Jessie
      Painted up this guy a while ago and finally getting the photos up. Tried to paint him like the official art. Thanks for reading!
       

       

    • By wdmartin
      I'm working on 60067 Nyrissa.  She's a major NPC in the Kingmaker adventure path from Paizo.  I'm trying to follow the reference art from the cover of the AP pretty closely, though I've checked other threads on the forums for inspiration too.
       
      So far I've got a base:
       

       

       
      The base is from Micro Arts Studio.  I gouged a slot in it for the tab at the base of her wings.  It's coming along okay, but it's awfully muted.  It needs more contrast -- particularly brighter highlights.
       
      I've base coated her wings.
       

       

       
      The wings are 3:3:1 Pine Green/Linen White/Pale Saffron.  The vines are in Formula P3 Wurm Green, and the interior petals are your basic Fire Orange.
       
      It doesn't come through in the photography very well, but in person the blue in the main wings is a LOT more noticeable.  I need to push it more towards the yellow end of the spectrum -- I want them to be the pale, nearly yellow green of fresh leaf growth, before it's had time to mature and darken.  I don't quite know what I'm going to do about that.  I don't really have any pale green paints -- I generally like dark greens, and have a wide selection of those.  I may need to mix something custom.
       
      The interior petals are off to a good start, but need to shift red in the deepest parts, and yellow at the edges.  I'm less worried about those.
       
      I haven't even primed her body yet.  I'm not quite sure how to handle it, frankly.  It's a lovely sculpt, but difficult to work with.  She has a little nubbin between her shoulder blades that fits into the hole you can see in her wings up above, leaving her hovering mid-air.  Literally every other part of the mini needs to be painted -- there's no place to hold the part while I'm working.  Ordinarily I stick the figures to bottle caps with poster putty (as with the base, above), and I just got that fancy Rathcore mini holder thing that I'm using for her wings.  But neither of those will work, because any part of the mini I stick in putty isn't available for painting, and if I stick the nubbin into the cork, that leaves her back inaccessible.  Plus I worry that the pressure of the cork might deform the nubbin and cause it not to fit its matching hole properly.
       
      So I may need to paint her body in two different phases, first her torso/arms/head, and then her legs.  I'll take notes on painting procedures as I go so I can match them on the second half.
    • By fanguad
      I started painting this pair quite some time ago, putting into practice some of the technique I learned in Jen Greenwald's class on painting whites at ReaperCon 2016. I finally put the finishing touches on them last night. Now I want to play a cool psychic character. I don't even know if they get familiars or anything.
       

       
       
    • By InvisibleThumb
      As I pondered my choice of wizard for my new monstrous Frostgrave warband, I slowly realized there was only one choice really.  I put his witch, cat, and cauldron into he shopping cart around Halloween time.  I knew I needed one for any legitimate Halloween display of miniatures.  But it had sat unpainted in the blister for a few months while other things took priority.
       
      Back to the frostgrave war band.  So I chose witch as my wizard's school and proceeded to fill the ranks of soldiers with monstrous members like the horned hunter and a medusa archer, couple of tieflings, and even giant rats as warhounds.  I think I am meant to paint up this witch as the wizard.  She comes with a cat that I'm putting on the base with her and a cauldron that I am not.  The cauldron will make a great prop when playing pathfinder and I already have a place for it in the birthday party adventure I have planned for next week.  However the cauldron needs to sit on a fire or bed of coals or something.  I realized I do not even have a campfire token so that became part of this project.
       
      okay, so first I grabbed two 20 mm bases and glued some small pebbles and gravel to them like so:
       

       
      Next I had to put the witch and cat on a base.  I cut up an old bones base to fill out the bare base with flagstone shapes and glued down more gravel to fill in some of the gaps.  Finally everything got some black primer.
       
      Witch and cat:

       
      fire pit:

       
      The black Cauldron:

       
      All of this happened over the last couple of days.  Have not had much chance to paint since Friday night since we currently have house guests, but still managed to just start to lay down base coats while everyone else was entertained by part of a movie.  Out pale saffron on the Inside of the cauldron and emanations, the cats eyes, the center coals in the fire pit, and the bat in the witches hand.  No, I am not making the bat yellow.  Honestly did not realize it was a bat until I got the yellow on it.  Now I know.
       
      also mixed wreath green with dusky skin to start on the witch's skin.  Oh and also some vampiric skin for the witches hair and for a quick dry brush on the rocks in the fire pit.
       
      Here is where things stand right now.
      Cauldron

       
      Witch

       
      Fire pit.

       
      I would love some ideas for colors on that witch besides black and green.  I can't seem to picture anything else.  
  • Who's Online   38 Members, 2 Anonymous, 0 Guests (See full list)