Arbane
2014-02-16, 09:13 PM
Starting up a new campaign, the GM gave us a rather nice stat array, so I was able to make a melee oracle (human, Battle mystery, Legalistic curse). My current plan is to play her a bit like a RuneQuest character - mostly using divine magic as a supplement to good old-fashioned face-to-face violence, not a substitute for it.
Any specific spells/feats I should consider taking, that aren't obviously good? (Or even ones that are - I have been known to miss the obvious.)
So far, I've got:
Esverra
Female Human Oracle 4
Chaotic Good
STR 18
DEX 12
CON 15
INT 12
WIS 10
CHA 18
Curse: Legalistic (sickened for 24 hours when you break your word, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.)
Mystery: Battle
Feats: Extra Revelation: Surprising Charge (Human bonus feat)
Combat Casting (+4 to concentration roll to cast defensively.) (1)
Power Attack: -1 attack for +2 damage (+3 with 2-handed weapon) (3)
Revelations:1: Skill At Arms (Martial weapon & heavy armor proficiency)
3: War Sight (Roll init twice, keep better)
Spells:
4 0th: Create Water, Detect Magic, Light, Mending, Guidance(2), Read Magic(4)
3 1st: Divine Favor, Shield of Faith, Cure Light Wounds (bonus), Enlarge Person (Mystery), Sun Metal (3), Endure Elements (4, favored class bonus)
1 2nd: Bull's Strength (4), Fog Cloud (mystery), Cure Moderate Wounds (bonus)
I was thinking of grabbing Spiritual Weapon/Ally and Toppling Spell later, just for the heck of it. That looks like a fun combo.
Any specific spells/feats I should consider taking, that aren't obviously good? (Or even ones that are - I have been known to miss the obvious.)
So far, I've got:
Esverra
Female Human Oracle 4
Chaotic Good
STR 18
DEX 12
CON 15
INT 12
WIS 10
CHA 18
Curse: Legalistic (sickened for 24 hours when you break your word, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.)
Mystery: Battle
Feats: Extra Revelation: Surprising Charge (Human bonus feat)
Combat Casting (+4 to concentration roll to cast defensively.) (1)
Power Attack: -1 attack for +2 damage (+3 with 2-handed weapon) (3)
Revelations:1: Skill At Arms (Martial weapon & heavy armor proficiency)
3: War Sight (Roll init twice, keep better)
Spells:
4 0th: Create Water, Detect Magic, Light, Mending, Guidance(2), Read Magic(4)
3 1st: Divine Favor, Shield of Faith, Cure Light Wounds (bonus), Enlarge Person (Mystery), Sun Metal (3), Endure Elements (4, favored class bonus)
1 2nd: Bull's Strength (4), Fog Cloud (mystery), Cure Moderate Wounds (bonus)
I was thinking of grabbing Spiritual Weapon/Ally and Toppling Spell later, just for the heck of it. That looks like a fun combo.