AmbientRaven
2015-05-29, 12:26 AM
Hi Folks!
So over the past week I have been developing and refining my oracle build. I think I have finally nailed it down to one of 2.3 options.
The game starts in about a week, so I thought I would share my build and get a final round of feedback
This forum has been fantastic before and has really helped me narrow down the class!
15pt buy, 1 campaign trait (custom for the homebrew), 1 paizo trait (loose core, nothing from specific campaigns), level 2 start, 500gp. Party is 2 rogues, 1 wizard, 1 alchemist
Human – Dual Cursed Spirit Guide
Str: 13 Dex: 18 Con: 12 Int: 12 Wis: 8 Cha: 14 (Includes 2 dex from human, 2 dex from trait)
At Level 20: Str: 13 Dex: 18 Con: 12 Int: 12 Wis: 8 Cha: 19
Fighter (Phalanx): 1 Oracle (Spirit Guide, Metal, Lame (progresses)/Haunted,): 1
AC: 20 (19 at level 3+), Initiative: +6
AC at 20: 23 (no magic items or buffs)
Weapons and Armour: Sickle (5gp), Masterwork Piandao (Scimitar, 315gp), Kikko (30gp), Buckler (5gp)
Feats: Weapon Finesse, Power Attack, Extra Revelation (Misfortune)
Revelation: Dance of the Blades
Curse: Legalistic(Honour Bound), Haunted (progresses)
Traits: Ex-Red Guard, Reactionary
Skills: Craft (weapon) 1, Knowledge (history) 1, Knowledge (planes) 1, Knowledge (religion) 1, Perception 1, Perform (dance) 2, Diplomacy 1, Sense Motive 1, Spellcraft 1
Language: Xue, High Imperial (imperial is the closest thing to common)
Spells
0: Detect Magic, Create Water, Guidance, Light, Mage Hand, Ghost Sound
1: Ill Omen, Cure Light Wounds, Bless, Shield of Faith
Level up bonus: 1 Skill point
Other Equipment: Oracle Kit, Fishing Kit, Artisan Tools, 3x Caltrops, Mirror (steel), 2 Empty Flasks, 2 Belt Pouch, Masterwork Backpack
Remaining Gold: 63
3rd Level plan: Oracle, Feat Dancing Dervish, 0: Read Magic
4th Level: Oracle, Wandering Spirit (Hex), 1: Divine Favour, +1 Charisma
5th Level: Oracle, Wandering Spirit (Spells) 2: Oracle’s Burden, Cure Moderate Wounds, Instrument of Agony, Feat: Improved Initiative
6th Level: Oracle, Fortune, Lame: Immune to Fatigue 1: Obscuring Mist, 2: Iron Skin
This is a dex based build that can attack in combat. Eventually it can wear Fullplate which receives up to a +4 dex bonus (13 AC) and its penalty reduced by 4. Can move 30ft in this armour. Build ends on 18 dex 19 Cha so can cast 9th level spells. It will receive an Initiative modifier of +10-12.
Damage is 1d6+4 18-20/x2 (15-20 if weapon is made keen). Spells will mostly be support/utility spells with 1-2 debuffs.
Human – Dual Cursed Spirit Guide
Str: 16 Dex: 10 Con: 14 Int: 10 Wis: 8 Cha: 16 (Includes 2 str from human, 2 cha from trait)
At Level 20: Str: 18 Dex: 10 Con: 14 Int: 10 Wis: 8 Cha: 19
Fighter (Phalanx): 1 Oracle (Spirit Guide, Metal, Haunted (progresses)/Honour Bound (legalistic)): 1
AC: 17, Initiative: +5
AC at 20: 20 (no magic or enhancements)
Weapons and Armour: NoDachi (60), Steel Lammelar (150gp), Buckler (5gp), Longsword (15)
Feats: Power Attack, Extra Revelation (Misfortune), Noble Scion (war)
Revelation: Spirit Shield // Warsight
Curse: Legalistic(Honour Bound), Haunted (progresses)
Traits: Campaign Trait, Reactionary
Skills: Craft (weapon) 1, Knowledge (history) 1, Knowledge (planes) 1, Knowledge (religion) 1, Perception 1, Perform (dance) 2, Sense Motive 1, Spellcraft 1
Language: Xue, High Imperial (imperial is the closest thing to common)
Spells
0: Detect Magic, Create Water, Guidance, Light, Mage Hand, Ghost Sound
1: Ill Omen, Cure Light Wounds, Bless, Shield of Faith
Level up bonus: 1 Skill point
Other Equipment: Oracle Kit, Fishing Kit, Artisan Tools, 3x Caltrops, Mirror (steel), 2 Empty Flasks, 2 Belt Pouch, Masterwork Backpack
Remaining Gold: 188gold
3rd Level plan: Oracle, Feat: Improved initiative(Ancestor)/Furious Focus(Battle), 0: Read Magic
4th Level: Oracle, Wandering Spirit (Hex), 1: Divine Favour, +1 Charisma
5th Level: Oracle, Wandering Spirit (Spells) 2: Oracle’s Burden, Cure Moderate Wounds, Iron Skin, Feat: Warrior Priest (or Combat casting?)
6th Level: Oracle, Fortune, 1: Obscuring Mist, 2: Levitate, Minor Image, Iron Skin
Ancestor: Ironskin+Spirit Shield + Battleward = +11ac at 5th level
These builds ends up with 20AC before spells, less than the Dex build base, but due to mystery selection it can gain more AC (Explained below). It also attacks with a two hander for 1d10 18-20/x2 meaning more damage overall than the Dex build, especially taking into account power attacks .
This build also gains more from things like enlarge person and other such combat boosts, and is a LOT more flexible in armament, easily allowing swapping between a two hander and one hander and shield as required.
Over all I feel this is tronger than the dex build. Whilst being less tanky at base level, it can allow for more options, is more flexible and has better class tie ins with mysteries.
Ancestor gains a scaling AC increase (flat armour bonus, so stacks with natural/deflection/enhancement ect.). It also has its own version of Enlarge (size doesn’t increase) that stacks with enlarge/righteous might as far as I can tell. The spell list is fantastic, and spiritual ally will allow for more flanking or our rogues. Depending how things go, can also take a feat to put into ancestral weapon, creating a magic enhanced weapon I am always proficient in.
I feel this is the best overall mystery
Battle
Battle is the more offensive path. It will gain less AC than the Ancestor cleric, but will have an extra available feat (Wont need improved initiative with warsight). It gains many of the same benefits the Ancestor does from being str based, but can squeeze in the extra feat as mentioned. At 12th level I would go with Surprising charge. Overall I feel ancestor is a better build but thought I would add thoughts on battle as well.
Metal may also work for this build, creating a more mobile fighter, 30ft movement (vs 20ft) in full plate. It would also allow for Iron Skin (DR10/Adamantine) at 12th level. This is another form of defensive 2 hander that retains the same benefits the others have from Strength weapons. It’s spell list is weaker than the Ancestor though.
I hope these builds are ok. Most of the selections do have RP tie ins (basically Feudal Japan country, clan has been executed as traitors, father is missing, presumed t be cause of execution and his ancestors are driving him on-wards in a quest to cleanse the family name)
I am flexible though and would love some feedback, especially on feat and spell choices
the 500 GP starting gold is where I could really use some advice. In the str build I have 188gp spare. I am trying to keep to the chinese/japanese theme for weapons and armour. The Masterwork backpack is carryover from the dex build that needed more str fr carry capacity
Thank you for your time & help!
So over the past week I have been developing and refining my oracle build. I think I have finally nailed it down to one of 2.3 options.
The game starts in about a week, so I thought I would share my build and get a final round of feedback
This forum has been fantastic before and has really helped me narrow down the class!
15pt buy, 1 campaign trait (custom for the homebrew), 1 paizo trait (loose core, nothing from specific campaigns), level 2 start, 500gp. Party is 2 rogues, 1 wizard, 1 alchemist
Human – Dual Cursed Spirit Guide
Str: 13 Dex: 18 Con: 12 Int: 12 Wis: 8 Cha: 14 (Includes 2 dex from human, 2 dex from trait)
At Level 20: Str: 13 Dex: 18 Con: 12 Int: 12 Wis: 8 Cha: 19
Fighter (Phalanx): 1 Oracle (Spirit Guide, Metal, Lame (progresses)/Haunted,): 1
AC: 20 (19 at level 3+), Initiative: +6
AC at 20: 23 (no magic items or buffs)
Weapons and Armour: Sickle (5gp), Masterwork Piandao (Scimitar, 315gp), Kikko (30gp), Buckler (5gp)
Feats: Weapon Finesse, Power Attack, Extra Revelation (Misfortune)
Revelation: Dance of the Blades
Curse: Legalistic(Honour Bound), Haunted (progresses)
Traits: Ex-Red Guard, Reactionary
Skills: Craft (weapon) 1, Knowledge (history) 1, Knowledge (planes) 1, Knowledge (religion) 1, Perception 1, Perform (dance) 2, Diplomacy 1, Sense Motive 1, Spellcraft 1
Language: Xue, High Imperial (imperial is the closest thing to common)
Spells
0: Detect Magic, Create Water, Guidance, Light, Mage Hand, Ghost Sound
1: Ill Omen, Cure Light Wounds, Bless, Shield of Faith
Level up bonus: 1 Skill point
Other Equipment: Oracle Kit, Fishing Kit, Artisan Tools, 3x Caltrops, Mirror (steel), 2 Empty Flasks, 2 Belt Pouch, Masterwork Backpack
Remaining Gold: 63
3rd Level plan: Oracle, Feat Dancing Dervish, 0: Read Magic
4th Level: Oracle, Wandering Spirit (Hex), 1: Divine Favour, +1 Charisma
5th Level: Oracle, Wandering Spirit (Spells) 2: Oracle’s Burden, Cure Moderate Wounds, Instrument of Agony, Feat: Improved Initiative
6th Level: Oracle, Fortune, Lame: Immune to Fatigue 1: Obscuring Mist, 2: Iron Skin
This is a dex based build that can attack in combat. Eventually it can wear Fullplate which receives up to a +4 dex bonus (13 AC) and its penalty reduced by 4. Can move 30ft in this armour. Build ends on 18 dex 19 Cha so can cast 9th level spells. It will receive an Initiative modifier of +10-12.
Damage is 1d6+4 18-20/x2 (15-20 if weapon is made keen). Spells will mostly be support/utility spells with 1-2 debuffs.
Human – Dual Cursed Spirit Guide
Str: 16 Dex: 10 Con: 14 Int: 10 Wis: 8 Cha: 16 (Includes 2 str from human, 2 cha from trait)
At Level 20: Str: 18 Dex: 10 Con: 14 Int: 10 Wis: 8 Cha: 19
Fighter (Phalanx): 1 Oracle (Spirit Guide, Metal, Haunted (progresses)/Honour Bound (legalistic)): 1
AC: 17, Initiative: +5
AC at 20: 20 (no magic or enhancements)
Weapons and Armour: NoDachi (60), Steel Lammelar (150gp), Buckler (5gp), Longsword (15)
Feats: Power Attack, Extra Revelation (Misfortune), Noble Scion (war)
Revelation: Spirit Shield // Warsight
Curse: Legalistic(Honour Bound), Haunted (progresses)
Traits: Campaign Trait, Reactionary
Skills: Craft (weapon) 1, Knowledge (history) 1, Knowledge (planes) 1, Knowledge (religion) 1, Perception 1, Perform (dance) 2, Sense Motive 1, Spellcraft 1
Language: Xue, High Imperial (imperial is the closest thing to common)
Spells
0: Detect Magic, Create Water, Guidance, Light, Mage Hand, Ghost Sound
1: Ill Omen, Cure Light Wounds, Bless, Shield of Faith
Level up bonus: 1 Skill point
Other Equipment: Oracle Kit, Fishing Kit, Artisan Tools, 3x Caltrops, Mirror (steel), 2 Empty Flasks, 2 Belt Pouch, Masterwork Backpack
Remaining Gold: 188gold
3rd Level plan: Oracle, Feat: Improved initiative(Ancestor)/Furious Focus(Battle), 0: Read Magic
4th Level: Oracle, Wandering Spirit (Hex), 1: Divine Favour, +1 Charisma
5th Level: Oracle, Wandering Spirit (Spells) 2: Oracle’s Burden, Cure Moderate Wounds, Iron Skin, Feat: Warrior Priest (or Combat casting?)
6th Level: Oracle, Fortune, 1: Obscuring Mist, 2: Levitate, Minor Image, Iron Skin
Ancestor: Ironskin+Spirit Shield + Battleward = +11ac at 5th level
These builds ends up with 20AC before spells, less than the Dex build base, but due to mystery selection it can gain more AC (Explained below). It also attacks with a two hander for 1d10 18-20/x2 meaning more damage overall than the Dex build, especially taking into account power attacks .
This build also gains more from things like enlarge person and other such combat boosts, and is a LOT more flexible in armament, easily allowing swapping between a two hander and one hander and shield as required.
Over all I feel this is tronger than the dex build. Whilst being less tanky at base level, it can allow for more options, is more flexible and has better class tie ins with mysteries.
Ancestor gains a scaling AC increase (flat armour bonus, so stacks with natural/deflection/enhancement ect.). It also has its own version of Enlarge (size doesn’t increase) that stacks with enlarge/righteous might as far as I can tell. The spell list is fantastic, and spiritual ally will allow for more flanking or our rogues. Depending how things go, can also take a feat to put into ancestral weapon, creating a magic enhanced weapon I am always proficient in.
I feel this is the best overall mystery
Battle
Battle is the more offensive path. It will gain less AC than the Ancestor cleric, but will have an extra available feat (Wont need improved initiative with warsight). It gains many of the same benefits the Ancestor does from being str based, but can squeeze in the extra feat as mentioned. At 12th level I would go with Surprising charge. Overall I feel ancestor is a better build but thought I would add thoughts on battle as well.
Metal may also work for this build, creating a more mobile fighter, 30ft movement (vs 20ft) in full plate. It would also allow for Iron Skin (DR10/Adamantine) at 12th level. This is another form of defensive 2 hander that retains the same benefits the others have from Strength weapons. It’s spell list is weaker than the Ancestor though.
I hope these builds are ok. Most of the selections do have RP tie ins (basically Feudal Japan country, clan has been executed as traitors, father is missing, presumed t be cause of execution and his ancestors are driving him on-wards in a quest to cleanse the family name)
I am flexible though and would love some feedback, especially on feat and spell choices
the 500 GP starting gold is where I could really use some advice. In the str build I have 188gp spare. I am trying to keep to the chinese/japanese theme for weapons and armour. The Masterwork backpack is carryover from the dex build that needed more str fr carry capacity
Thank you for your time & help!