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View Full Version : Optimization [PF] Dual Cursed Oracle Optimization



Genoin
2018-03-14, 09:31 PM
I am starting Hell's Rebels soon and now that I have gotten the build a bit more fine-tuned (shoutout to Geddy2112 for the help), I would like some more advice and critique from an optimization standpoint. I have heard that while it's not bad, the Time mystery isn't great, so I am not necessarily completely opposed to changing that if someone wants to pitch another mystery and how it might affect my current build.

Here is the build as it stands now.

CG Aasimar (Musetouched) Dual Cursed Oracle

Curses: Deep One and Tongues

Mystery: Time


25 Point Buy

Str 7
Dex 17 (+2)
Con 14
Int 12
Wis 12
Cha 19 (+2)

Traits (We get 2 regular + 1 campaign):

Campaign
Ex Asmodean (+1 Save DCs vs agents of House Thrune and most Devils)

Regular
Seeker (Perception as class skill and +1)
Second Chance

Feats

1 - Improved Initiative
3 - Craft Wondrous Item
5 - Craft Magic Arms and Armor
7 - Spell Penetration
9 - Craft Rod
11 - Heighten Spell
13 - Quicken Spell
15 - Greater Spell Penetration
17 - Piercing Spell

Revelations

1 - Misfortune
3 - Temporal Celerity
5 - Fortune
7 - Time Hop
11 - Time Sight
13 - Rewind Time
15 - Speed or Slow Time

Spells (Early draft, subject to much revision)

* denotes spell gained through FCB
M denotes gained as a bonus spell from Mystery

1st - Cure Light Wounds (1), Bless (1), Protection from Evil (1), Guidance (0), Detect Poison (0), Create Water (0), Read Magic (0)
2nd - Ill Omen (1M), Detect Magic (0)
3rd - Weapons Against Evil (1)
4th - Hold Person (2) Cure Moderate Wounds (2), Oracle's Burden (2M), Sanctuary (1*), Obscuring Mist (1)[replaces Bless], Purify Food and Drink (0)
5th - Resist Energy (2), Shield of Faith (1), Air Bubble (1*)
6th - Cure Serious Wounds (3), Summon Monster III (3), Bestow Curse (3M), Protection from Evil, Communal (2*), Liberating Command (1)[replaces Protection from Evil], Mending (0)
7th - Dispel Magic (3), Lesser Restoration (2), Admonishing Ray (2*), Embrace Destiny (1)
8th - Cure Critical Wounds (4), Threefold Aspect (4M), Blessing of Fervor (4), Resist Energy, Communal(3*), Silence (2)[replaces Resist Energy] Spark (0)
9th - Neutralize Poison (4), Stone Shape (3), Locate Object (3*), Darkness (2)
10th - Cure Light Wounds, Mass (5), Permanency (5M), Summon Monster V (5), Freedom of Movement (4*), Speak with Dead (3)[replaces Summon Monster III], Stabilize (0)
11th - Breath of Life (5), Restoration (4), Dimensional Anchor (4*), Remove Curse (3), Align Weapon (2)
12th - Cure Moderate Wounds, Mass (6), Contingency (6M), Heal (6), Wall of Stone (5*),
13th - Banishment (6), Break Enchantment (5), Raise Dead (5*), Protection from Energy, Communal (4)
14th - Cure Serious Wounds, Mass (7), Disintegrate (7M), Summon Monster VII (7), Dispel Magic, Greater (6*), Fickle Winds (5)[replaces Summon Monster V]
15th - Bestow Curse, Greater (7), Wind Walk (6), Harm (6*), Plane Shift (5)
16th - Cure Critical Wounds, Mass (8th), Temporal Stasis (8M),
Greater Planar Ally (8) Control Weather (7*) , Ethereal Jaunt (7)[replaces Summon Monster VII]
17th - Stormbolts (8), Refuge (7), Regenerate (7*)
18th - Time Stop (9M), Miracle (9), Greater Spell Immunity (8*)