Carrion Crown Life Oracle: What next?


Advice

Dark Archive

So I am looking for advice on what to do feat and spell selection with my human life oracle in carrion crown that just hit 12th level.

Str 14 (16)
Dex 12
Con 14
Int 10
Wis 13 (15)
Cha 20

Feats: Alignment Channel, Extra Channel, Great Fortitude, Improved Channel, Quick Channel, Quicken Spell, and Selective Channel
Traits: Reactionary, Subject of Study (undead)

Spells:
1st: Bless, Cure Light Wounds, Divine Favor, Shield of Faith, PRotection from Evil
2nd: Cure Moderate Wounds, Lesser Restoration, Eagle's Splendor, Bull's Strength, Bear's Endurance
3rd: Dispel Magic, Searing Light, Magic Vestment, Circle of Protection from Evil. Cure Serious Wounds
4th: Blessing of Fervor, Holy Smite, Cure Critcal Wounds, Greater Magic Weapon, Death Ward, Restoration
5th: Flame Strike, Righteous Might, Mass Cure Light Wounds, Breath of Life
6th: Heal, Mass Bear's Endurance, Mass Cure Moderate Wounds

Magic Items: Dusty Rose Ioun Stone, +2 Morningstar, Ring of Force Shield,+2 Breatplate, +2 Amulet of Natural Armor, +2 Ring of Protection, +2 Cloak of Resistance, Belt of Giant's Stregth + 2, Headband of Incredible Wisdom +2, +1 Shapechanger Bane Dagger

As you can see, our DM has been stingy with the magic items which concerns me.

The other members of the party are an aasimar cleric 5(pahrasma)/ holy vindicator 6, elven cat (forget the name)sorcerer 9, human druid 9 (cat's cohort),a nd human ninja 11.


Channeled Revival Feat.

Pretty nice gear if you ask me.

Sczarni

just as an aside, don't oracles already automatically know all spells with the word "cure" in them?


Divine Interference
You can convert a spell to interfere with an enemy's attack.
Prerequisites: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

Basically sacrifice a spell slot to negate a crit with the added bonus of giving a minus on the reroll. No SR. No Save. Totally worth it!!

Dark Archive

DrDeth wrote:

Channeled Revival Feat.

Pretty nice gear if you ask me.

Maybe for 9th level. I have less than 60 grand in items. I should have 108,000 by the wealth by level tables.

Dark Archive

1 person marked this as a favorite.
Arizhel wrote:

Divine Interference

You can convert a spell to interfere with an enemy's attack.
Prerequisites: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

Basically sacrifice a spell slot to negate a crit with the added bonus of giving a minus on the reroll. No SR. No Save. Totally worth it!!

I wasn't aware of that feat. Sounds nice.

Dark Archive

lantzkev wrote:
just as an aside, don't oracles already automatically know all spells with the word "cure" in them?

Yeah, they are still spells known so I listed them. I forgot to add levitate, minor image, and telekinesis from my curse as well as summon monster V. Should I get summon monster VI next?


Help me help you. How many spells do you need help picking and what levels are they?

Sczarni

I've never been a huge fan of the summon line myself, that said though I hear they are good choices and powerful... I think though specifically for a class like the oracle and sorcerer that's a little behind on the spell progression curve, the critters they summon are a little less useful at the point you're calling them than normal.

I'm working on a life oracle concept myself, that'll involve a splash of unbreakable fighter (one level dip to get heavy armor, and then also endurance and die hard) this will let me qualify for the feat fast healer.

Quote:

Fast Healer

You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

With life link, going and eventually a ring of regen (up until then just some regular healing spells) it should make for a great actionless or minimal action way to keep the party up and going.

Dark Archive

mplindustries wrote:
Help me help you. How many spells do you need help picking and what levels are they?

Mainly picking ones going forward. A 6th and 5th at 13th level. A 7th and 6th at 14th level another 7th and 6th at 15th.


Great fifth level spells :

Greater Command is one of my favorite control spells on my Oracle of Life
Holy Ice is a much better blast than Flame Strike, plus it's a dual threat since it can also be a wall of ice
Wall of Stone is one of the best spells in the game--ultimately shapeable and awesome.

Since this is Carrion Crown, I know there's a lot of undead--I'm not familiar with the later bits of it, but Greater Command may be pointless (due to Mind-Affecting immunity on undead), whereas something normally situational like Mass Ghostbane Dirge could become amazing if the end is anything like the beginning.

Great sixth level spells:

Animate Objects can be pretty amazing if you set things up correctly (having an easy way to transport big adamantine junk--usually by shrinking it or something)
Antilife Shell is a great "don't touch me" spell, but might not really help in Carrion Crown if most of your foes are not alive
Blade Barrior is ridiculous in a party capable of forced movement. Otherwise, it's a better blast than Flamestrike with some area denial built in
Cold Ice Strike is a swift action to cast, so if you want to blast at all, take this spell right now
Summon Monster VI obviously is ok for fighting, but the real benefit is all the amazing spells you can get on the spot. The Erinyes gets you True Seeing and Fear. The Lillend Azata gets you a huge list of lower level spells. The Succubus gets at will Charm Monster, Detect Thoughts, Suggestion, and can even give you one Dominate Person while she's active. Oh yeah, and she gets you a +2 bonus to any attribute that probably stacks with anything you've got because it's Profane.

Great seventh level spells:

Holy Word could certainly be useful to you if you're mostly facing evil enemies (especially outsiders)--I don't know Carrion Crown, as I said, so it could be useless
Jolting Portent is probably too high a level for its effect, but it's still pretty good, especially since the damage could disrupt spells being cast.
Repulsion allows for some ridiculous things, since it prevents anyone in the field from moving closer to you without restricting your movement. Make a big field and control the flow of the battle.
Waves of Ecstasy is just a great all around control spell, though I think it's only slightly better than Slow (certainly not 4 spell levels better).

I'm not impressed with Summon Monster VII.

Dark Archive

Those all seem like solid suggestions> I am leaning toward summon monster 6 since we sometimes have our tankinsh pC not show.

Dark Archive

I have another question. Should the unthinkable happen and he perishes, what would you recommend as a replacement, given the party composition.


You can't go wrong with a Paladin--I'm playing a Paladin Archer in Carrion Crown right now (but only because the GM asked me not to play my Oracle of Life--he felt that I healed too well such that I removed all danger).


Yep, I think a Paladin would be wonderful combined with the remainder of the group...

Sczarni

Monk actually wouldn't be terrible, despite what some claim, you're immune to soo much that undead do. Likewise if you want to go the oracle route again purifier is a more melee orientated one and you can remove conditions like a boss. Add in mystery of life to channel, and you're channeling left and right...

Ranger can be good pick undead as your favored enemy. Even a Barbarian can be pretty good considering your group.

Grand Lodge

Buy a Salve of the Second Chance.

Give it to a trusted ally.

Now you have a back-up plan in case you die.

Dark Archive

blackbloodtroll wrote:

Buy a Salve of the Second Chance.

Give it to a trusted ally.

Now you have a back-up plan in case you die.

Would be a good idea if the DM wasn't so against "magic item stores" in this campaign. We've been able to buy little beyond low level basic consumables. We bought some weapons an armor but had limited seledtion and had to pay through the nose for it.

Dark Archive

mplindustries wrote:
You can't go wrong with a Paladin--I'm playing a Paladin Archer in Carrion Crown right now (but only because the GM asked me not to play my Oracle of Life--he felt that I healed too well such that I removed all danger).

You can tell your DM he shouldn't worry about that. I have saved the party's bacon several times, especially in the early parts, but we've still had plenty of deaths.


Cory Stafford 29 wrote:
mplindustries wrote:
You can't go wrong with a Paladin--I'm playing a Paladin Archer in Carrion Crown right now (but only because the GM asked me not to play my Oracle of Life--he felt that I healed too well such that I removed all danger).
You can tell your DM he shouldn't worry about that. I have saved the party's bacon several times, especially in the early parts, but we've still had plenty of deaths.

No, it's fine.

I actually started the game as a Dirge Bard totally focused on buffing/support/control (which is how I'd want play an Oracle of Life--no fighting, just healing, buffing, and control magic). It was really fun (I genuinely enjoy support characters most), but we hit a session in which the only other guy at the table who can optimize and my wife (I handled her character's mechanics) couldn't go, so I had nobody to support and we wiped.

Both because I unfortunately can't count on the party to handle their own crap and because he's the kind of GM that sees the two best melee fighters are missing and doesn't change anything about the encounter (that he had souped up beforehand anyway), we kind of need a BS unfair character like my Paladin Archer.

When my new character was introduced, we went back to what wiped us and I killed the "boss" in one smiting volley. If I wanted to make a healer at this point, anyway, I wouldn't put it on a chassis as fragile as an Oracle of Life--I'd probably go with a Hospitaler.

Grand Lodge

Are Craft Feats disallowed?

If the DM is restrictive with what you can buy, is he also restrictive what you can create?


blackbloodtroll wrote:

Are Craft Feats disallowed?

If the DM is restrictive with what you can buy, is he also restrictive what you can create?

If you're asking me, for this particular GM, yes, I asked about Crafting magic items and he said no. While he allows new characters to come in with normal WBL, he is ridiculously tight fisted during the game--he rolls randomly to determine most loot and even what is available for sale.

It is stupid, but so far, it has always been to our advantage to die because it means we get proper WBL when we come back.

Dark Archive

mplindustries wrote:
blackbloodtroll wrote:

Are Craft Feats disallowed?

If the DM is restrictive with what you can buy, is he also restrictive what you can create?

If you're asking me, for this particular GM, yes, I asked about Crafting magic items and he said no. While he allows new characters to come in with normal WBL, he is ridiculously tight fisted during the game--he rolls randomly to determine most loot and even what is available for sale.

It is stupid, but so far, it has always been to our advantage to die because it means we get proper WBL when we come back.

Our DM's think alike. I don't mind less magic items because I want it to be about my character and not his loot, but the game does assume you have proper WBL gear, and I'm pretty sure he hasn't adjusted the encounters accordingly.

Grand Lodge

Rewarding PC death is a bad thing.

How does he handle the classes and archetypes based around crafting, such as the Golem Constructer Arcane Discovery, or Arcane Bond??

How does he handle the Access the Vault power of the Balanced Scale of Abadar?


Cory Stafford 29 wrote:
mplindustries wrote:
blackbloodtroll wrote:

Are Craft Feats disallowed?

If the DM is restrictive with what you can buy, is he also restrictive what you can create?

If you're asking me, for this particular GM, yes, I asked about Crafting magic items and he said no. While he allows new characters to come in with normal WBL, he is ridiculously tight fisted during the game--he rolls randomly to determine most loot and even what is available for sale.

It is stupid, but so far, it has always been to our advantage to die because it means we get proper WBL when we come back.

Our DM's think alike. I don't mind less magic items because I want it to be about my character and not his loot, but the game does assume you have proper WBL gear, and I'm pretty sure he hasn't adjusted the encounters accordingly.

This GM, in fact, makes the encounters harder. He made all the zombies in the beginning Fast Plague zombies that exploded when they died. He found an upgraded Herstag on the Carrion Crown forum and it wiped us (he didn't scale it down when literally half the party missed the session). Then, when I had to miss a session, he apparently doubled the number of Erinyes the party faced on some bridge (I don't know the details since I wasn't there--just got told about it later).

I'm pretty sure he thinks the main draw of Carrion Crown is the "horror," and he just mistakenly thinks "horror" is "you are screwed at every turn." Oh well. Since I GM pretty much 95% of the time, it's still nice to PC, even if I'm thinking the whole time how I would run things differently.

As for those other things (the craft-based stuff), nobody is one of them or asked about them, so I have no idea. I just met the guy a few months ago, this is the first time I've gamed with him.

Dark Archive

blackbloodtroll wrote:

Rewarding PC death is a bad thing.

How does he handle the classes and archetypes based around crafting, such as the Golem Constructer Arcane Discovery, or Arcane Bond??

How does he handle the Access the Vault power of the Balanced Scale of Abadar?

So far this is his first time DMing for our group and no one has gone the crafting route. In this AP, you move around a lot with little downtime, so I'm not sure that crafting would be that feasible.

Dark Archive

mplindustries wrote:
Cory Stafford 29 wrote:
mplindustries wrote:
blackbloodtroll wrote:

Are Craft Feats disallowed?

If the DM is restrictive with what you can buy, is he also restrictive what you can create?

If you're asking me, for this particular GM, yes, I asked about Crafting magic items and he said no. While he allows new characters to come in with normal WBL, he is ridiculously tight fisted during the game--he rolls randomly to determine most loot and even what is available for sale.

It is stupid, but so far, it has always been to our advantage to die because it means we get proper WBL when we come back.

Our DM's think alike. I don't mind less magic items because I want it to be about my character and not his loot, but the game does assume you have proper WBL gear, and I'm pretty sure he hasn't adjusted the encounters accordingly.

This GM, in fact, makes the encounters harder. He made all the zombies in the beginning Fast Plague zombies that exploded when they died. He found an upgraded Herstag on the Carrion Crown forum and it wiped us (he didn't scale it down when literally half the party missed the session). Then, when I had to miss a session, he apparently doubled the number of Erinyes the party faced on some bridge (I don't know the details since I wasn't there--just got told about it later).

I'm pretty sure he thinks the main draw of Carrion Crown is the "horror," and he just mistakenly thinks "horror" is "you are screwed at every turn." Oh well. Since I GM pretty much 95% of the time, it's still nice to PC, even if I'm thinking the whole time how I would run things differently.

As for those other things (the craft-based stuff), nobody is one of them or asked about them, so I have no idea. I just met the guy a few months ago, this is the first time I've gamed with him.

Our DM is just on the tough side plus some bad decisions and bad luck thrown in. It sounds like yours actively wants to kill PCs. I feel for you.

Dark Archive

I just may have to make a backup paladin.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Carrion Crown Life Oracle: What next? All Messageboards

Want to post a reply? Sign in.