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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!

grarrrg
2015-05-29, 01:22 AM
Are you planning on taking more levels of Fighter at some point?
As-is 1 level of Phalanx Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/phalanx-soldier) is the same as 1 level of normal Fighter
The 2nd level bonus is "eh" for a dip, and 3rd level (the one where you actually get something) would prohibit you from getting 9th level spells.

AmbientRaven
2015-05-29, 01:32 AM
Are you planning on taking more levels of Fighter at some point?
As-is 1 level of Phalanx Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/phalanx-soldier) is the same as 1 level of normal Fighter
The 2nd level bonus is "eh" for a dip, and 3rd level (the one where you actually get something) would prohibit you from getting 9th level spells.

I may eventually take a second level of fighter, I am undecided as of yet (depends if I need the feat, how the campaign is going ect.). I thought Phalanx's second level may be beneficial as in comparison there isn't much that straight fighter offers, so thought select an archetype that may have a useful second level ability if I choose to take a second fighter level.

Spore
2015-05-29, 06:09 AM
Seeing as your group forms you cant really do the mobile fighter in this setup. Your rogues are getting their behind beat and the wizard is endangered unless he has time to cast up some defenses. I won't decide for you but knowing Alchemists, I can tell you which buffs you can expect. It's a very handy class for buffs.

Enlarge Person, Expeditious Retreat, Darkvision, Lesser Restoration (1 standardaction instead of casting for 3 rounds so suitable for combat), Bull's Strength (decent until you get your belt) etc.

Secret Wizard
2015-05-29, 09:59 AM
You don't gain anything from the fighter dip, honestly. Taking the skill at arms revelation does all you want to.

Sure, there is a bonus feat and one BAB... But progressing in oracle gives you that BAB too and you get closer to another revelation.

Power Attack earlier is tempting, I'll give you that.

AmbientRaven
2015-05-29, 09:32 PM
You don't gain anything from the fighter dip, honestly. Taking the skill at arms revelation does all you want to.

Sure, there is a bonus feat and one BAB... But progressing in oracle gives you that BAB too and you get closer to another revelation.

Power Attack earlier is tempting, I'll give you that.

Problem is, being Spirit Guide cuts a lot of revelations. I get them at 1, 5, 11, 13, 19. Two of those are Fortune/Misfortune. That leaves 3 revelations. one is at 19th level (20th with a fighter dip) making it almost useless. So that leaves only two revelations.
if I want Fortune and Misfortune (because they are both amazing) I don't get anything ancestral until 11th level, or I delay the two best revelations by a level so I can use martial weapons and armour.
Or, I can take the 1 fighter level. Get proficiency in Martial and Heavy. This also grants an extra feat, and, +2 to my otherwise bad fort save.
To me the 1 level of delayed casting was worth what is equivalent to 2 feats (Power Attack and Extra Revelation: Skill at Arms), slightly better fort save (which is important, as oracles is terrible), and a little more hp.

This was my reasoning any how, hopefully it makes sense.

grarrrg
2015-05-29, 09:53 PM
You don't gain anything from the fighter dip, honestly. Taking the skill at arms revelation does all you want to.

Sure, there is a bonus feat

For lower levels I see nothing wrong with the Fighter dip.
It gets him an extra Feat and a Revelation that 'does' something. Right away.


Two of those are Fortune/Misfortune....
if I want Fortune and Misfortune

I'm not all that sold on Fortune to be honest.
1/day reroll at level 5 and it takes another 6 levels to get +1/day use?
Yeah, it's handy, but given the 1/day limit it approaches Too Awesome to Use (tvtropes.org/pmwiki/pmwiki.php/Main/TooAwesomeToUse) territory.

AmbientRaven
2015-05-29, 11:14 PM
I agree Grarrrg, though I am pretty good at using 1/Day abilities after DMing 5e with it's Inspiration mechanic. So that doesn't concern me to much :p

I have had it recommended to me to try a polearm build instead of two ahnded sword, as it means I can cast and attack in a round (Cast my turn, AoO their turn) Though with no other front line to sit near by I see the tactic as not being as efficient as a two-hander to set up flanking for the rogues

grarrrg
2015-05-30, 01:05 AM
I have had it recommended to me to try a polearm build instead of two ahnded sword, as it means I can cast and attack in a round (Cast my turn, AoO their turn) Though with no other front line to sit near by I see the tactic as not being as efficient as a two-hander to set up flanking for the rogues

Bit confused here.
I think you mean "reach weapon vs. non-reach weapon". As most things that would be classified as "polearms" are 2-handed anyway.

You can still "cast my turn, AoO their turn" with any 2-handed weapon, but the spell must be a Standard action or quicker.

Relevant FAQ (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qda):

For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands)

Spore
2015-05-30, 01:58 AM
If you can cut the bonus feat out anyhow, I'd say Samurai is a much more flavorful choice. Not because of challenge or the mount but because of Katana proficiency and Resolve. Because you're the healer and you're in melee. If you get below 0, just activate resolve, continue to act and heal yourself.