Oracle- "Build" suggestions


Advice

Liberty's Edge

So, after a failed attempt at a Cavalier (he was decent, but he was mildly annoying and my group seemed to dislike him), I've decided to go for a great rp hero- a deaf Oracle.
I chose gnome because I wuv them and, and oracle is a preferred class for them, which I thought that was cool. I had a pretty good nature oracle for a while, and then I discovered the "Pyromaniac" alternate gnome trait, and I thought- why not? I switched her to a flame (I haven't had a game with her yet, don't worry), but I have no clue what revelation to take.
So I'm stumped. I don't wanna change this character too much, but what should I do to make a strong character that I can enjoy playing, even at lower levels.
So, advice would be great. What revelation(s) should I take at level one (I suppose I can use Extra Revelation feet, instead of Greater Fortitude)? Should I take a different mystery instead and abandon Pyromaniac? What spells should I choose maybe (I have a lot of supportive spells right now, but my group is full of supports, so I can change easy)?
Please give me some advice. I'm still sorta new, so I don't know too much.
Thanks. PATHFINDER PANDAS POWER!

Liberty's Edge

PS, this is a Pathfinder Society group, so restrictions could apply.


Pyromaniac is definitely nice to combine with a flames oracle.
Your first revelation would depend on what you want to be able to do. Fire Breath, Burning Magic, and Cinder Dance are all nice choices.

I suggest taking Fire Breath at level 1 (remember, with Pyromaniac, it already deals 2d4), then Burning Magic at level 3(which is a nice addition to Burning Hands, which you get automatically at level 2).
If you need to do a lot of tactical movement, I suggest taking Extra Revelation for Cinder Dance.

You definitely shouldn't change your mystery after you play one or two games to see if you like that kind of character. That's why you are allowed to rebuild until you play the character at level 2 ;)

As for spells, the only 1st level fire spell on the cleric list is Sun Metal, so anything else can be any kind of support you want.
You might want to have Spark as one of your 0 level spells, just for background. As a pyromaniac, you'll want to be able to create sparks that set stuff on fire at will ;)
At later levels, you'll get some nice fire spells from your mystery, you also have the option of taking Summon Monster spells to summon fire elementals. But don't take too many fire spells per spell level. You only have one standard action per turn, and it's always nice to be able to do something else than deal fire damage in many different ways.

Scarab Sages

Brom the Obnoxiously Awesome wrote:

So, after a failed attempt at a Cavalier (he was decent, but he was mildly annoying and my group seemed to dislike him), I've decided to go for a great rp hero- a deaf Oracle.

I chose gnome because I wuv them and, and oracle is a preferred class for them, which I thought that was cool. I had a pretty good nature oracle for a while, and then I discovered the "Pyromaniac" alternate gnome trait, and I thought- why not? I switched her to a flame (I haven't had a game with her yet, don't worry), but I have no clue what revelation to take.
So I'm stumped. I don't wanna change this character too much, but what should I do to make a strong character that I can enjoy playing, even at lower levels.

Most flame oracles I know of (not all, but the vast majority- including both of the deaf gnome pyromaniacs) usually take 2nd level as crossblooded sorcerer (orc/draconic (fire bloodlines) and and sometimes burning hands as a sorcerer spell. Most wear armor and take the arcane penalties on their sorcerer spells (only 1 1st spell known).

One thing you can do is on your traits take Magical Lineage or Wayang Spellhunter to make certain standard spells lower level with meta magic - like burning hands or fireball. A rather locally famous deaf gnome pyromanic flame oracle took both with fireball (along with spell focus and spell specialization fireball) so at 7th level I think when he got fireball was casting an empowered 9d6+18 fireball as a 3rd level spell for an average 70+ damage - and he took intensify at some point so eventually his 4th level spells were a lot. Metamagic rods were his friend. I have a friend with a flame oracle who is doing something similar with burning hands (only magical lineage though) for a very nasty intensified burning hands (6d4+12). He recently got the fame for a lesser rod of selection which the party is very thankful for.

Remember though - being deaf is -4 to your initiative until you get higher level (I have a deaf (dual cursed so more than just deaf) lore oracle with a total "bonus" to the initiative roll of -6. And deaf means you automatically fail all hearing based perception rolls - don't forget to take linguistics for 1 rank to pick up read lips.

Burning magic revelation only kicks in when your targets fail their saving throw and they take the extra damage equal to the spell level.

Cinder Dance is good for a gnome, gives you extra speed, and at 5th level being able to take a 5 foot step in difficult terrain (saving your foot slot for boots of escape) can be life-saving.

Gaze of Flame is good too - cast Obscuring Mist and you can still see just fine (indeed I know of a rogue flame oracle that makes use of that to sneak attack - the non-cross blooded sorcerer flame oracle I know of)

Silver Crusade

Lots of firey suggestions so far. I'll just point out that you should make a point of not being a one trick pony. What will you do in combat against an enemy that's immune to fire damage? There are a lot of those, especially in higher level play.

I'll repeat myself from other threads, but I generally recommend doing three things when building ANY character:

1. Have a combat specialty. In your case, it sounds like you're going with fire.
2. Have a backup plan for when you can't do your specialty in combat. In this case, what will you do against fire-immune foes? As an oracle, being the party healer could be one backup plan for what to do in that situation, but I'd consider that more of a backup backup plan. Being able to help beat the bad guys faster will often be more useful.
3. Have a non-combat role. Again, healer is a possibility for this, but as a charisma based caster, having at least one good social skill is also pretty obvious.

Liberty's Edge

Cool! Thanks so much. I was thinking about going Sorcerer with her anyways, probably as draconic or fire elemental. I have quit a few support spells already learned, so that could be a good back up. I'll probably grab fire breath as suggested, considering it's massive lvl 1 potential.
Thanks again for the ideas!

Liberty's Edge

Do you suggest a fire wizard? It could complement more and give more fire spells.

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