Finding the Spark (Pathfinder 1E Quest)

So waiting for the experts, but do we know how are we going to attack and the like? It seems this build focuses a lot on stealth and utility spells, but we have no party and we can't just hide all the time, so better have a strategy for dealing damage(or incapacitating enemies in other ways).

I assume we gonna use a weapon as we don't have lots of spell slots yet. so what sort should we aim for? And how do we make it effective?
 
I actually do not want to take friendless. It restricts our social abilities too much to me.

I am interested in Child curse, if DragonParadox allows it. Other interesting variants for me are Tongues (funny and could be even useful in planes), God-Meddled (more chaos!), Phlegmatic (imperturbable MC... but again, if DragonParadox allows it, because it's 3PP).

Readers in my quest for Taylor-Oracle started with Legalistic curse... but quickly begin to try to change it for anything else. At the end Egyptian god Set changed Legalitic for Lich... things escalated from there. So I do not advise to use theese curses. :V
 
I actually do not want to take friendless. It restricts our social abilities too much to me.

I am interested in Child curse, if DragonParadox allows it. Other interesting variants for me are Tongues (funny and could be even useful in planes), God-Meddled (more chaos!), Phlegmatic (imperturbable MC... but again, if DragonParadox allows it, because it's 3PP).

Readers in my quest for Taylor-Oracle started with Legalistic curse... but quickly begin to try to change it for anything else. At the end Egyptian god Set changed Legalitic for Lich... things escalated from there. So I do not advise to use theese curses. :V

With the start you had child is workable sure, you just never grow up physically. Phlegmatic works as well.
 
[X] Akorian the Caligni Oracle
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X]
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
 
Last edited:
[X] Akorian, Eternal Child
-[X] Alignment: Chaotic Good
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Improved Initiative

-[X] Skills (5 points): +1 Diplomacy, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.

--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [
Child Curse]
--[X] Revelation: Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B),
Divine Favor, Shadow Trap

This is basicly @Goldfish build (in AoIaB he made good builds), but with Child instead Friendless. I think that Friendless can restrict our social skills too much, and idae of mythical child in DP quest attears to me.
Also I swapped trait for Fate's Favored and spell for Divine Favor - this can give as +2 bonus in combat, if things go nasty.

P.S. Also, Child gives as +2 bonus to Stealth checks!
 
Last edited:
So waiting for the experts, but do we know how are we going to attack and the like? It seems this build focuses a lot on stealth and utility spells, but we have no party and we can't just hide all the time, so better have a strategy for dealing damage(or incapacitating enemies in other ways).

I assume we gonna use a weapon as we don't have lots of spell slots yet. so what sort should we aim for? And how do we make it effective?
With spell selection limited early on and caster level further restricting damage potential, I think we should try to avoid melee combat as much as possible. A light crossbow does decent damage and will let us attack from a good range, plus it's not too expensive for our budget.
I actually do not want to take friendless. It restricts our social abilities too much to me.

I am interested in Child curse, if DragonParadox allows it. Other interesting variants for me are Tongues (funny and could be even useful in planes), God-Meddled (more chaos!), Phlegmatic (imperturbable MC... but again, if DragonParadox allows it, because it's 3PP).

Readers in my quest for Taylor-Oracle started with Legalistic curse... but quickly begin to try to change it for anything else. At the end Egyptian god Set changed Legalitic for Lich... things escalated from there. So I do not advise to use theese curses. :V
Restricting our social abilities is kind of my goal here. I don't want to play another Diplomacy-focused character, that's why I latched onto Friendless when I found it. That it fits so well with Akorian's race and backstory is just icing on the cake for me.

Feel free to put together a different build plan, though. There are several good alternatives to choose from, IMO.
[X] Wisp & Whimsy
-[X] Class: Duel Cursed Oracle (Shadow Mystery) [Friendless & Unchained Curses]
-[X] Favored Class Bonus: +1 Skill Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 12, INT 12, WIS 14 CHA 16
-[X] Feat: Extra Revelation
-[X] Skills (6 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth, +1 Disguise
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Secret-Keeper (Faith): You gain a +3 trait bonus on Bluff checks when they are opposed by another's Sense Motive check.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Revelations: Stealth Mastery & Living Shadow
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Inflict Light Wounds,
Shadow Trap

Alright.
So I went and did a thing myself, because I do really want the dual cursed mysterious stranger build.
It's probably not that optimised; we're very good at running and hiding, but we're not very tough in a straight fight.
I disagreed with goldfish about Improved Initiative because I just thought it was boring, not because I think an extra revelation is actually better (although Living Shadow does seem pretty sick).

I got a way higher wisdom score, and a better intelligence score, because we're going on our own, and I like seeing things and a wide skill set. I dropped Con and Charisma to pay for it, because I don't really believe in the rpg weirdness where characters who've had it really tough growing up are also somehow really hearty despite realistically not being in the greatest of healths, and charisma because 17 seems… a lot? Is a +1 Cha score worth a +2 in anything else? I don't think so. It does mean we're a little frail, but we're very good at running and hiding.

Also, I just fundamentally love Will saves. Forget all the other saves, give me anti mind control.

I didn't get Spell Craft. I got Sense Motive, because there is literally no good reason for us to have Spell Craft, while infinite reasons for us to have Sense Motive.

And finally, I swapped out Protection from Evil for Inflict Light Wounds, because I don't really see us meeting Evil beings at least until we gain another level, but our weapon skills are kind of shit, and we have no one else to do dps for us.
The first issue I see with your build is that the Dual-Cursed archetype takes away class skills we gain from the Shadow Mystery. That's Bluff, Disguise, Knowledge (Dungeoneering) and Stealth. This is why I decided against using the archetype when I was making my build. Without those skill bonuses, we're in a much worse starting position, IMO. Also, one of the Curses, either Friendless or Unchained, will never advanced beyond 1st level, meaning we don't get any of the good stuff to offset the negatives. That's not a huge issue, but it's worth considering if you hadn't noticed it already.

I would like more skill points, too, but starting off getting them from our Favored Class bonus is not where I would want them to come from. We're not going to have much HP to start off with, and the Darklands is not a safe place to be on your own. Reducing our CON and changing the Favored Class bonus lowers our starting HP by 2 points. Even with CLW for healing, we're going to have a very small buffer between healthy and dead for a few levels.

I like succeeding on Will saves as much as the next guy, but we're actually not too bad on that front, even with a WIS of 10. The Friendless Curse adds our CHA bonus to Will saves against Enchantment effects, so we'll be starting off with an extra +3 bonus there. I'm much more concerned about our Fortitude saves. There's a lot of stuff in the Darklands that targets Fort; poison, disease, fungus, etc.

I do agree with you about the importance of Sense Motive, however, especially after reading the latest chapter. Kori already seems to have some skill at that from what we've seen of his interactions with others, so I swapped out Spellcraft for Sense Motive in my plan.

As for spells, ILW does 1d8+1 damage at 1st level, while a light crossbow does 1d6. Yeah, ILW does more, but it also requires a touch attack, and we should be avoiding melee combat if possible for now. Our spells per day is low to start with, too, so wouldn't be able to use it but a handful of times, and that's if we don't need to heal ourselves. More importantly, Protection from Evil gives us a +2 bonus to AC and saving throws against Evil beings (the vast, overwhelming majority of all enemies), and it also protects us from most types of mind control while active.

I thought about getting the Extra Revelation feat to start with, but Improved Initiative is so foundational that I went with it instead. You can never have enough initiative, after all. I'm still debating whether it would be worth the trade-off, since picking up Cloak of Darkness now would allow us to boost our Stealth by another +2 in addition to the nice bonus to AC.

EDIT: @Shine, forgot to point out that we can't learn the Living Shadow Revelation until 7th level.
 
Last edited:
The first issue I see with your build is that the Dual-Cursed archetype takes away class skills we gain from the Shadow Mystery. That's Bluff, Disguise, Knowledge (Dungeoneering) and Stealth. This is why I decided against using the archetype when I was making my build.
…..
EDIT: @Shine, forgot to point out that we can't learn the Living Shadow Revelation until 7th level.


Well
Shit
That's what I get for complex phone posting.
Binning the plan then; I desire stealth.

Edit: I thought Evil creatures meant, like
Daemons
And not merely unpleasant mortals and hyper dangerous fauna
Are fundamentally Evil beings really that common?
 
Last edited:
This is basicly @Goldfish build (in AoIaB he made good builds), but with Child instead Friendless. I think that Friendless can restrict our social skills too much, and idae of mythical child in DP quest attears to me.
Personally I don't really like that curse. Being unable to make diplo checks seems way less of a problem for connecting with people than being stuck as a child.

Why not pick deafness or something instead?
 
Also I swapped trait for Fate's Favored and spell for Divine Favor - this can give as +2 bonus in combat, if things go nasty.
I thought about this combo, too. Fate's Favored is such a good Trait if you have a source of Luck bonuses, and there are several Divine spells that do that.

Kinda strange for an Oracle to be favored by Fate, at least at first glance, but then you can see how it's like two sides of a coin, blessed on one side and cursed on the other.

Okay, I'm convinced. Going to add this to my plan, along with @Shine's idea for the Extra Revelation feat. The Cloak of Darkness Revelation will be a good starter for Kori.
 
[X] Akorian, Eternal Child
So waiting for the experts, but do we know how are we going to attack and the like? It seems this build focuses a lot on stealth and utility spells, but we have no party and we can't just hide all the time, so better have a strategy for dealing damage(or incapacitating enemies in other ways).

I assume we gonna use a weapon as we don't have lots of spell slots yet. so what sort should we aim for? And how do we make it effective?

I like the idea of us getting an Animal Companion and a Familiar.

Two Allies with different strengths/features.
 
If you aren't a melee fighter the disadvantages are fairly minimal.
[X] Akorian, Eternal Child
-[X] Alignment: Chaotic Good
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Improved Initiative

-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.

--[X] Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [
Child Curse]
--[X] Revelation: Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B),
Divine Favor, Shadow Trap

This is basicly @Goldfish build (in AoIaB he made good builds), but with Child instead Friendless. I think that Friendless can restrict our social skills too much, and idae of mythical child in DP quest attears to me.
Also I swapped trait for Fate's Favored and spell for Divine Favor - this can give as +2 bonus in combat, if things go nasty.

P.S. Also, Child gives as +2 bonus to Stealth checks!
Couple things to consider with this build.

The -4 Strength penalty from the Child Curse will lower our effective STR to 4, which is dangerously low. Our carrying capacity would be severely limited. Even a 'medium load' would be anything more than 13 pounds in total (between weapons, armor, survival gear, etc.), and at medium load is when you start getting penalties to movement speed. A heavy load would be 27+ pounds, and at that point we would have a speed and Dexterity penalty, which would affect initiative, Reflex saving throws, AC, skill checks, etc.

Being Small-sized is not necessarily a handicap, but it does come with issues, especially when you're so physically weak and look like a child. The Darklands are a dangerous and brutal place, and being seen as a child makes us look like an easy victim. You want to be more social, but this is always going to put a heavy penalty on that.

Also, if you want to be more social, I would consider swapping the skill point out of Bluff and putting it in Diplomacy.
 
It did not hindered Dayenerys at all
Although her body was not eternally childish... but she was a child during a quest.
Completely different situation there, dude. She was a powerhouse surrounded by other allied powerhouses, including a protective older brother who happened to be a Dragon.
 
Back
Top