Oracle build critiques please?


Advice


Male Half-orc Barbarian1/Battle Oracle8

Str 18 (22 with belt) (15+2 racial+1 level)
Dex 12
Con 14
Int 8
Wis 11
Cha 16 (15 +1 racial)

ac 21, Fort +7, reflex +4, Will +7
With my flail, power attacking, I'm +13/+8 for 1d10+1d6+16 (nonlethal), critting on a 17-20. Knock em out then let someone coup-de-grace.

Bestial instead of ferocity (+2 perception)
Chain Fighter instead of weapon familiarity (Flail and Heavy Flail proficiency, spiked chain and dire flail as martial)

Feats
(1) Power Attack
(3) Toughness
(5) Enforcer
(7) Skill Focus (Know Planes)
(9) Eldritch Heritage (Abyssal)

Revelations (all levels shown are oracle levels, so delay everything 1 for when I get it)
(1) Weapon Mastery (Heavy Flail) (weapon focus at level 1, improved critical at 8, GWF at 12th)
(3) War sight (roll init twice, take better result. At 7th, always act in surprise round. At 11th, roll 3 times)
(7) Maneuver master (Trip cmb/cmd = oracle level, improved trip at 7th, greater at 11th)

Curse - Lame. -10 ft speed, never reduced by enc, immune to fatigue at 6th, not reduced by armor at 11th, immune to exhaustion at 16th.

Equipment:
+2 Mithril Breastplate
+1 Merciful Heavy Flail
+1 cloak of resistance
Lesser rod of extend metamagic
+2 amulet of natural armor
+4 belt of giant strength

I plan to go Oracle all the way unless someone convinces me to take another level in Barb and go with rage prophet (unlikely)

At level 11 I'm going to take improved eldritch heritage and get a robe of arcane heritage. That'll give me +4 inherent bonus to str (scaling to +6 at level 15). Another +4 from my 6 rds per day of rage means I'll be quite the tripper, and greater trip kicks in at the next level. I also plan to be enlarged fairly often.

At level 12 I'll be taking the Iron Skin revelation, giving me stoneskin 1/day without a material component. I'll raise my charisma here as well, so I'll need a +2 headband to get to 9th level spells.

So I'm a great tripper and good melee combatant, and my melee strikes come with a pretty solid debuff effect via Enforcer. Critical hits are fairly common due to weapon mastery and make enemies frightened, which is going to be VERY bad for them. None of that even mentions being a 9 level caster (delayed one because of the barb level). Weaknesses I see are AC and reflex save, and precious little else.

Questions:
The level in barb. it's basically +10 movement, +3 hit points, and rage for 6 rounds a day, so pretty much an option for boss fights. I can also fit extra rage in as a feat somewhere and double that. I'm immune to fatigue, so I can effectively use it in 1 round increments. I don't really use the martial weapon proficiency, although it's nice to have. If I didn't take the level in barb I might switch lame out for tongues (abyssal) which would match some flavor and creepiness of my character, but my movement would drop even more. Getting higher level spells a level earlier would be nice, and the final revelation kicks ass, though who knows if we'll even make it to 20.

3rd level revelation. I'm not really a controller-type so initiative isn't as important to me as it would be to a primary caster. Skill at arms would give +3 ac from full plate would be nice, plus martial proficiency, though I'm pretty focused on heavy flail. But honestly 24 isn't much to write home about at level 9, so maybe not worth it. Combat healer might be nice for emergency in-combat heals. Battlefield clarity and surprising charge are both nice also.

That's specifically what I'm questioning, but of course any other suggestions are welcome.


I don't know exactly what the flavor is to any of my suggestions concern crunch only.

I would go with Furious Focus and improved Init over Skill Focus(knowledge planes) and enforcer. I would not even bother with non-lethal damage. Just kill them with lethal damage and done with it. :)


Might I suggest Orc Bloodline for Eldritch Heritage instead of Abyssal? Here's what the Orc Bloodline gives you if you haven't seen it yet.

Liberty's Edge

wraithstrike wrote:
I would go with Furious Focus and improved Init over Skill Focus(knowledge planes) and enforcer. I would not even bother with non-lethal damage. Just kill them with lethal damage and done with it. :)

He needs the Skill Focus for Eldritch Heritage, which will net him +6 Str aeventually.

And Enforcer is awesome. -2 to everything on any enemy you hit, for the entire combat.

Martiln wrote:
Might I suggest Orc Bloodline for Eldritch Heritage instead of Abyssal? Here's what the Orc Bloodline gives you if you haven't seen it yet.

This, howsever, isn't a bad suggestion at all. He's already a Half-Orc, after all, so justifying it is easy as pie.


It looks like you've got a really solid build going on so far. Your character looks like it could be a really excellent skirmisher unit, dashing into areas and tripping enemies who look at you funny. My only thoughts are:

  • A few people have recommended the Orc bloodline, but I advise against it. The first level power of the Abyssal bloodline is far more useful, and Survival is a crappy skill. The real boon of the Orc bloodline is the Power of the Giants ability, but that costs another feat and a standard action. By this point you'll be casting quickened Enlarge Person with your 5th level slots.
  • You've got a decent constitution score, so you could probably be okay with trading out Toughness for something else. I recommend Improved Initiative.
  • Do not trade away War Sight. Do not regret War Sight. You absolutely want to go first. Always. For a caster type it means you can throw down a wall/summon/fog/whatever and gain the upper hand. For a warrior type (like yourself) it means you get to make a mad dash to the most appropriate target for a Trip. Remember that if you haven't acted in combat you're considered flat-footed (lower AC and CMD), and flat-footed enemies can't make opportunity attacks.
  • Go ahead and ignore Skill At Arms. It's only granting you plate armor (since you already have martial weapon proficiency from your Barbarian level), and that's just not worth it. If you want that you can just take the feat.
  • Your Barbarian level is pretty decent for your build choice, though I'd support keeping it or getting rid of it. Rage is good for when you're trying to land a tricky Trip attempt, and the movement speed is a great way to overcome your major downside to the curse.

That's pretty much all I've got. Great build!


Deadmanwalking wrote:
wraithstrike wrote:
I would go with Furious Focus and improved Init over Skill Focus(knowledge planes) and enforcer. I would not even bother with non-lethal damage. Just kill them with lethal damage and done with it. :)

He needs the Skill Focus for Eldritch Heritage, which will net him +6 Str aeventually.

And Enforcer is awesome. -2 to everything on any enemy you hit, for the entire combat.

Martiln wrote:
Might I suggest Orc Bloodline for Eldritch Heritage instead of Abyssal? Here's what the Orc Bloodline gives you if you haven't seen it yet.
This, howsever, isn't a bad suggestion at all. He's already a Half-Orc, after all, so justifying it is easy as pie.

\

With the way barbarians do damage the -2 won't even be around long enough to matter in most cases.


I was about to defend the Orc blodline - but then I re-read it - thought Touch of rage lasted longer than a round as you leveled. Sure put it on a syntysist or druid in wildshape and it might be worth a standard action - but for most people Abyssal is just better. - And if you like to summon things greater eldrich heritage might also be worth it.
- be a a little demonic...

And well losing casterlevels suck. And I don't see any rage powers that would be worth it.
A level of Thug (ACF rogue) would make people - well frightend - ALOT. but that would be more for flavor - optimizationwise stick with Oracle.


If you combine the optimistic gambler trait with touch of rage is easily better than the abyssal 1st lv counter part. At 17th level when g.eldritch heritage kicks in its at +8 hit/dam moral bonus for 1d4+1 rds and if you combine quicken sla it gets retarded.. Orc bloodline blows away the abyssal imo. I mean at 17th level if u win initiative, standard action activate power of giants, quick action touch of rage for a total +12hit/dam and ur enlarged for aoo... seems better to me


What are your skills?

As important as Perception is, I probably wouldn't give up Ferocity on a Half-Orc that can heal himself. Max it out and all, but it's only so important. Though Sacred Tattoo and Toothy are good too.

Also, I'd consider switching your Dex and Con. Dex contributes to many more attributes than Con does and you have more than enough max Dex in your armor for it. Sure it helps with HP, Fort, and Rage rounds, but it's easier to supplement Con than Dex.


Yes, having a 8 int is not very smart. And I mean that in several ways. There's no reason to Min-Max.

And, even with a half-orc, it's not a good idea to multi-class.

Finally the tripper build gets old fast.

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