Feat Advice Oracle of Life


Advice


This is for PFS and he is about to hit level 5

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

Feats - Extra Revelation, Selective Channel, Power Attack

I was going to go for Quick Channel at 5 but some feats from the ACG are tempting.

I like Battlecry, and I do find myself casting bless a lot so obviously having a faster/better version of bless is tempting. I would have to divert some skill points I wasn't planning on using to pick this up at level 5 though.

Also a bit lured to the War Blessing feat. If I could use Charisma instead of Wisdom for the Sun Blessing I probably would pick up this feat as divine casters tend to lack a way to target reflex saves, but I digress. Picking up something like Healing/Fire blessing and possibly qualify for Energy Channel later.

Though speaking of Energy Channel, I was also planning on getting the Grayflame weapon enchant, but getting both feels like it might be too much and eat too many uses of channel anyway.


You could grab a longspear and Combat Reflexes. Cast on your turn, make attacks of opportunity on their turns until you're ready to mix it up.


He does prefer a longspear (+1 adamantine) , but lacks a way to reliable way to become enlarged (and wouldn't get an extra AOO due to lowered dex even if he did). Potions aren't even a good solution either since his curse is Haunted.

Plus the number of times he would have gotten multiple AOOs anyway is just about zero. (PFS and tatics doesn't seem to go over well since 'That is what my character would do' mentality is a bit prevalent and people don't even want to treat it as a tactical game).

Grand Lodge

Divine protection @ 5 and divine interferance @ 11.

There is no negotiating those on an oracle. They are like the optimized pick.

Channel feats blow and I would recommend against them. As well as not having enlarge or dex for reach.

I would focus on my casting and be a arm and anvil for the group. Id just avoid all weapons in general and let the melee guys do that kind of damage. If your hard up for a damage spell spiritual weapon, summon monster 3+, blade barrier, divine trident are some decent ones. You can effectively use them all combat long. Focus on other spells that then debuff or control the field. Wall of blindness looks fun...i would combo it with haunted curse and bull rush them into it or a blade barrier.

As far as group healing get boots of earth and use your life link ability to keep everyone topped off after every fight.

You could also go eldritch heritage and add arcane spells to your list and pick up a familiar to increase action economy.

Lantern Lodge

If you have 5 ranks in K/Religion and are within one alignment step of the god you worship, you can take Divine Protection from the ACG and get +4 (i.e. your CHA mod) to all your saving throws.


not PFS legal

Grand Lodge

Well dang all good feats and archetypes are banned in PFS. Too many cry babies at the tables mostly. Ahhh that's really strong....Ahhh.

I dislike buying a book to have the good things banned out of it less than a month after release.


Divine Protection is not PFS legal.

You also can not use Eldritch Heritage to pick up arcane spells as a recent dev clarification made clear. I don't think it hit the FAQ yet, but it was a post on the boards I believe.

Spiritual Weapon is a terrible oracle spell in PFS, if it used Cha instead of wisdom to attack then we would talk, I do suspect most homegames would allow cha instead of wisdom though.

Divine interferance and Wall of Blindness are almost certainly things I will pick up, but are way beyond the level range I am talking about.

What are Boots of Earth?

Grand Lodge

As gor spiritual weapon it has been FAQed and errataed to work with your primary stat.

Oracles use cha to cast it now. I know that has been fixed.

New bans im not familiar with still learning everything they have layers waste to with the ban hammer.


Fruian Thistlefoot wrote:
As gor spiritual weapon it has been FAQed and errataed to work with your primary stat.

Do you happen to have the quote for this handy? I'm not able to find any FAQ or errata regarding this. As far as I can tell Spiritual Weapon/Spiritual Ally still use wisdom to hit.

Grand Lodge

I could if I wasn't on my cell phone. It makes linking hard.

Its a RAI faq says the spell was written prior to oracle. It is acceptable and reasonable to use CHA. However it is a DMs call. I know a few PFS DMs that let it go since the may 2013 FaQ.

Shadow Lodge

Unfortunately, in PFS an oracle does have to use Wisdom as its rule.

FAQ wrote:

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.
However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

(emphasis mine)This tells us that it is a perfectly reasonable houserule. Now, lets go to the Additional Resources, which contains the houserules legal for PFS in general. Looking there, there is no reference to spiritual weapon and thus officially you cannot use your primary casting stat to spiritual weapon.

@OP:I'd consider Furious Focus if you are going into melee regularly, or Improved Initative or Toughness if you aren't. Furious Focus gives a nice return to you, especially at level 6(level after you get it), and really helps low-Str 3/4BAB classes, while Improved Initiative and Toughness are both good feats when you have a spare feat slot.

Grand Lodge

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Boots of the Earth are a magic item from Inner Sea Gods, a lovely and extemely useful book with a very high PDF cost. They offer fast healing 1 for a cost of 5000 gold, plus other benefits. If you've got half the party attached to you via life links, you're going to want this. Provided that your boot slot isn't already taken.

Hmm

Grand Lodge

What deity do you worship?
Fateful Channel from inner sea gods should be a great choice if you want to follow Pharasma.


As an alternative buff solution, I have a Life Oracle 1/Bard 1 that has the flagbearer feat, which gives +1/+1 to all PFS members within 30 feet. All you need is 1 hand dedicated to holding your flagpole. It stacks with Bardic Performance for +2/+2. I took the blackened curse.

Grand Lodge

Markov Spiked Chain wrote:

What deity do you worship?

Fateful Channel from inner sea gods should be a great choice if you want to follow Pharasma.

Actually, there are a ton of interesting deity-restricted channels in that Book. Milani's gives a plus to morale and saving throws. Shelyn gets a clarifying channel that helps people fight off charms and mind-affecting effects. Cayden Cailean's liberating channel was amazing, but its too high level a feat for PFS. Inner Sea Gods has some really interesting feats for divine types in addition to good background on the deities and some of the most affordable magic items out there.

Hmm


His deity is Sarenrae.


Hmm wrote:
Markov Spiked Chain wrote:

What deity do you worship?

Fateful Channel from inner sea gods should be a great choice if you want to follow Pharasma.

Actually, there are a ton of interesting deity-restricted channels in that Book. Milani's gives a plus to morale and saving throws. Shelyn gets a clarifying channel that helps people fight off charms and mind-affecting effects. Cayden Cailean's liberating channel was amazing, but its too high level a feat for PFS. Inner Sea Gods has some really interesting feats for divine types in addition to good background on the deities and some of the most affordable magic items out there.

Hmm

An aasimar life oracle using the FCB on the channel revelation reaches the 7d6 required for Liberation Channel by level 9. A phylactery of positive channeling would let them do it by 6th if they could afford it.

Grand Lodge

I don't find Sarenrae's channel anywhere as interesting as some of the others, but you might feel differently. Here's a list of Sarenae-related feats, traits, spells, etc,, many from ISG.

Hmm


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Hawktitan wrote:

Feats - Extra Revelation, Selective Channel, Power Attack

Quick Channel is a pretty nice feat. It ups your action economy, which can be priceless for when you want to attack or to cast and still "need to heal". With Life Link, you'll find that you'll have to heal (yourself) quite often in combat. It can get annoying if you aren't prepared for it (via mega hitpoints max or Quick Channel).

Flagbearer is an incredible feat for buffing the party and yourself. If you can save up the gold, the Banner of the Ancient Kings will really boost the part and yourself in the process. You can do this while still using that longspear you like too.

Toughness can help you absorb an area effect without having to ditch the Life Links, which is really when you need healing the most in combat.

If you are really wanting to stay melee combat oriented, then Extra Traits might be able to get your Fate's Favored. That way, when you start buffing with Prayer at level 6, you'll gain +2/+2 from it.

If you want to really get debuff happy, then picking up Extra Traits for Magical Lineage - Chains of Perdition and retraining Power Attack to be Topple Spell, can be really nice. You can Dirty Trick blind an opponent while tripping them. That can really, really, drop their AC for the party to smite them heartily.

Be mindful that around level 6, you start to be able to cast spells all the time in PFS as an oracle. Your melee combat need might crater.

EDIT: Adding Context...

My life oracle is now level 10.0

I too started with a 14 STR and 18 CHA. My life oracle is now very much caster-first. I wield a longspear +1 with a Banner of the Ancient Kings. I sport ~10 hitpoints per hit die (16 CON w/ belt, Toughness feat, FCB at low levels, burned PPs for +hitpoints via retrain, etc.) I buff the party with Blessing of Fervor and Prayer. The party, myself included, become damage machines.

However, since level 7, I rarely ever attacked with my spear, even with Blessing of Fervor being added at 8th. I just had too many nifty spells to use (Blessing of Fervor, Prayer, Chain of Perdition, Sound Burst (Fort Save Debuff), Burst of Radiance (Reflex Save debuff), etc.)

And now that I hit 10th, Greater Command (Will Save Debuff) is just incredible for causing lots of foes to stand still while the party beats them down. I could potentially choose Righteous Might, or just go for Quickened Divine Favor and melee, but the crowd control is getting to be rather nice.


That is really useful thank you.

Quickened Divine Favor + Righteous Might is something worth considering if I want to push more into melee, but that is still a few levels away.

Burst of Radiance is amazing. I don't own the source but I'll pick it up. Sound burst is his current level 2 spell.

Chains of Perdition is also something I was looking at. However it still suffers from not being clear about Oracles using Charisma but at least there is a stronger case to be made for it. I just really want to avoid table variation.

I think that I'll pick up Battlecry and possibly retrain if/when I pick up Banner of Ancient Kings. Flagbearer by itself isn't worth taking I feel.


Hawktitan wrote:

Chains of Perdition is also something I was looking at. However it still suffers from not being clear about Oracles using Charisma but at least there is a stronger case to be made for it. I just really want to avoid table variation.

Two notes on this:

Thru 8 tables at Gencon, I didn't have an issue with using CHA. This doesn't guarantee you won't run into the issue of course. However...

The spell's author wrote the spell with the intention for it to use the caster's casting stat (specifically CHA for oracles). See the below link. That might help prevent your table variation.

Jim Grove speaks awesomeness!


Rory wrote:
And now that I hit 10th, Greater Command (Will Save Debuff) is just incredible for causing lots of foes to stand still while the party beats them down. I could potentially choose Righteous Might, or just go for Quickened Divine Favor and melee, but the crowd control is getting to be rather nice.

If you want control then consider Greater Forbid Action instead. The effect is less debilitating but they do not get a save every round to remove it which they get with Greater Command.

Also don't forget the incredible potential control offered by Plane Shift. It can be used offensively to dispatch enemies to inconvenient and/or deadly locations like the positive material plane as well as providing you with an emergency escape spell.


andreww wrote:

If you want control then consider Greater Forbid Action instead. The effect is less debilitating but they do not get a save every round to remove it which they get with Greater Command.

That's a good one for sure. Thanks!

I actually like the roll-a-save-every-round mechanic better, even though it isn't nearly as powerful. That's a personal (odd) preference of course.

Sovereign Court

What race?


The Human Diversion wrote:
What race?

My life oracle is human, made prior to aasimar opening up. I'm not sure about the OP.


Also human.

Sovereign Court

Aasimar life oracles have that favored class perk that's just insanely powerful, you're talking 8d6 channel at 10th level and the DC will be somewhere well into the 20's.

As far as feats go, I'm a firm believer that spontanious casters shouldn't be without heighten spell. Being able to pump up the DC on a control spell can be invaluable, especially if you have taken spells that affect different saves. My PFS life oracle has murderous command and hold person for will save, sound burst for fort save, and well ... now that my oracle is 10th, flame strike for reflex save (are there even any controlling type spells that target reflex on the cleric/oracle list?).

I'm also not a fan of spending feats on stuff your character will never be doing in higher levels unless you fully plan on re-building. Once you get to level 9 or 10 it will be exceedingly difficult for your oracle to hit and do significant damage in combat, so focus on feats that will boost what a life oracle does best: cast spells and channel.


The Human Diversion wrote:
My PFS life oracle has murderous command and hold person for will save, sound burst for fort save, and well ... now that my oracle is 10th, flame strike for reflex save (are there even any controlling type spells that target reflex on the cleric/oracle list?).

Burst of Radiance (level 2 spell)

This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.

The Human Diversion wrote:
I'm also not a fan of spending feats on stuff your character will never be doing in higher levels unless you fully plan on re-building. Once you get to level 9 or 10 it will be exceedingly difficult for your oracle to hit and do significant damage in combat, so focus on feats that will boost what a life oracle does best: cast spells and channel.

Funny Story on melee attacking with my life oracle...

At GenCon 2014, my level 9 life oracle had a bizaare thing happen. The GM was so use to seeing me cast spells and considered me a pure hapless caster and party buffer. He thought nothing (nothing!) about having a BBEG caster end its turn (getting away from the melee brutes) by moving thru my long spear threat range and end its turn right by me.

+6/+0 BAB
+2/+3 STR 14
+2/+3 Bull's Strength (up due to a whim action)
+1/+1 Prayer
+2/+2 Banner of the Ancient Kings
+1/+1 Long Spear
+0/+0 Blessing of Fervor

I confess, I was so use to casting spells, that I almost missed it myself. I simply 5-foot stepped back and did 43 points of non-crit damage (3 attacks due to Blessing of Fervor) to the BBEG, dropping him in the process.

As it was the first time I really attacked the whole session, the party's eyes bugged out and someone exclaimed, "Where the heck did that come from?"

This was especially funny because my party was the group of friends from back home that I game with all the time. They forgot that my character was originally built to be able to strike in melee combat and had also grown a bit at GenCon.

It's amazing what a little party buffing can do.

Sovereign Court

Rory wrote:
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.

SWEEEEEET.

Thank you.


Another fun "strong life oracle" moment...

I typically Life Link my entire party, including the animal companion of the inquisitor I group with. It's a running joke that all damage is dealt to me.

When we were climbing in an encounter, something like 160 ft above the ground, the poor rogue leading the way up fell asleep (magic!) As he was falling, everyone in the party were making climb checks to catch him, and failing. When he finally got down to me in the last of the checks, I dropped a 16 to catch him and then a 19 to make sure I held on and didn't fall too.

The rogue, awakened from that sudden jolt, was hanging upside down with me holding him by one hand (with Bull's Strength cast for +2 climbing). The player was sweating bullets because he just avoided 16d6 falling damage, which was near certain death. I looked at him straight in the face and said, "I am not taking that damage. Get back up there!"

He laughed and climbed back up to engage in the encounter.

Me? I did not budge from holding a death grip on that climb right where I was. No more "take 10s" allowed you see, and I had just spent ALL of my climbing "luck". I healed from a distance and let Chain of Perdition pull foes off the ledge overhead, dealing 20d6 with the ground. And after the combat was over and calm and take 10 returned? I cautiously climbed the rest of the way.


The Human Diversion wrote:
As far as feats go, I'm a firm believer that spontanious casters shouldn't be without heighten spell. Being able to pump up the DC on a control spell can be invaluable, especially if you have taken spells that affect different saves. My PFS life oracle has murderous command and hold person for will save, sound burst for fort save, and well ... now that my oracle is 10th, flame strike for reflex save (are there even any controlling type spells that target reflex on the cleric/oracle list?).

Heighten Spell is worse than Persistent Spell in pretty much any situation you will encounter in PFS. +2DC from heightening two levels is a far smaller increase in your chance of landing the spell than forcing an enemy to reroll a successful save.

Have a look at the maths:

If the enemy saves 50% of the time 2 levels of Heighten changes that to 40%. Persistent changes it to 25%

If the enemy saves 80% of the time 2 levels of heighten changes that to 70%. Persistent changes it to 64%.

If the enemy saves 20% of the time 2 levels of heighten changes that to 10%. Persistent changes it to 4%.

The only time you want to even consider heighten is for heightened continual flame to tell deeper darkness to sod off. As far as races goes I would take human over aasimar any day of the week. Adding a few d6 to a pretty poor ability like Channel pales in comparison to adding 2 extra spells known of levels 1-5 over your PFS careers. Half elf is better than either of them as you can get both the human FCB and Paragon Surge.


See Rory, you and I seem to be cut from the same cloth.

You can hit and deal damage when you have 14 str and decent preparation. Obviously if damage is all you are going for then you'd choose a different Mystery, but being a switch hitter caster/support is fine in my book.

Sovereign Court

andreww wrote:
The Human Diversion wrote:
As far as feats go, I'm a firm believer that spontanious casters shouldn't be without heighten spell. Being able to pump up the DC on a control spell can be invaluable, especially if you have taken spells that affect different saves. My PFS life oracle has murderous command and hold person for will save, sound burst for fort save, and well ... now that my oracle is 10th, flame strike for reflex save (are there even any controlling type spells that target reflex on the cleric/oracle list?).

Heighten Spell is worse than Persistent Spell in pretty much any situation you will encounter in PFS. +2DC from heightening two levels is a far smaller increase in your chance of landing the spell than forcing an enemy to reroll a successful save.

Have a look at the maths:

If the enemy saves 50% of the time 2 levels of Heighten changes that to 40%. Persistent changes it to 25%

If the enemy saves 80% of the time 2 levels of heighten changes that to 70%. Persistent changes it to 64%.

If the enemy saves 20% of the time 2 levels of heighten changes that to 10%. Persistent changes it to 4%.

The only time you want to even consider heighten is for heightened continual flame to tell deeper darkness to sod off. As far as races goes I would take human over aasimar any day of the week. Adding a few d6 to a pretty poor ability like Channel pales in comparison to adding 2 extra spells known of levels 1-5 over your PFS careers. Half elf is better than either of them as you can get both the human FCB and Paragon Surge.

Can you go over all my characters to tell me how horribly I'm designing them please? Thanks!


Hawktitan wrote:
See Rory, you and I seem to be cut from the same cloth.

If that is the case, I'll share a couple of observations.

Flagbearer feat and the Ancient Banner of Kings is worth it. Getting a near permanent +2/+2 morale bonus on the party for zero action cost is/was worth its weight in gold. It also keeps your party a bit closer as a group.

Life Link gets to be a drag after a while. It is undeniably fabulous, and you want it for certain, but you soak up a lot of damage and pretty soon you have to heal (yourself). Getting Quicken Channel sooner rather than later is meritous as it saves you a round of spell casting action (and creates a nova healing ability). Getting the swift action heal once a day revelation also helped more than the once a day ability seemed like it should.

Fey Foundling and the aasimar FCB ability would have been fabulous to have. Anything to boost the action economy efficiency became very welcomed at later levels. I so wish I could get this as healing in combat would then nearly be action-less (with Quicken Channel).

Human for extra spells wasn't as meritous as it seemed it would be in PFS. I didn't use most of the spells I gained (they were healing oriented to heal/protect versus LOTS of stuff). I could have stopped at Lesser Restoration and covered 90% of the things I've come across. Remove Paralysis would have fixed 90% of the rest, which is the one I didn't get.

Party combat buff spells and control spells conflict with each other. There are only so many rounds you get to cast, so getting too many of them makes the 5th choice and higher spell extremely situational. I can't get them all cast fast enough (which is why saving actions while still healing got to be really powerful).

Archon's Aura became a nice choice because it lasted so long and helped me to debuff foes nearly action-less.

Having a boatload of hitpoints was extremely helpful.


The Human Diversion wrote:
Can you go over all my characters to tell me how horribly I'm designing them please? Thanks!

If you are going to give out bad advice you can hardly be surprised if people disagree with you.


I like Ancient Banner of Kings, however there is a fairly hefty cost associated to it. I feel that Battlecry is better then Flagbearer (without the flagbearer) though, so until you can actually acquire the banner then you should hold off on the flagbearer feat. This was something I was sort of aware of, but did not consider it as an option until you mentioned it.

Currently have Channel, Energy Body, and Lifelink. My plans for revelations are to pick up Combat Healer at 7 and Lifesense at 11. One thing I must say, Energy Body has been fairly interesting so far and actually being able to acquire the elemental subtype is really good, not requiring to breath, immunity to poison, flanking, criticals, along with move action/passive healing, and damage to undead. I'm actually wondering if the Aasimar FCB would be better spent on Energy Body rather then Channel Energy, but that may be a discussion for another time.

I'm guessing you are aware Quick Channel is a move action and not a swift, and indeed was what I planning to get before the ACG options were released. The only ability it really conflicts with is the move action self heal from Energy Body.

Fey Foundling is amazing and not something I was aware of when I made my character, though I'm not sure I would have taken it even if I knew. Consider that one of my odd preferences.


Oracle rarely use charisma in place of wisdom in PFS for these types of spells. John Compton's post regarding spiritual ally/weapon type spells.

The exception being if they had a mystery that gave it the spell as a bonus spell.

The general faq itself says "it'd be a fine house rule" and John Compton states that the house rule in effect for PFS only effects Spiritual Weapon and Spiritual Ally.


How do you have three revelations at 5th level? You should only have two.
And I agree that battle cry is a great choice for your level 7 feat. The re-roll affect is amazing, and action economy is king.


Extra Revelation Feat will allow you to pick up another Revelation, and the Duel Cursed Oracle Archetype will allow you to pick up 2 additional Revelations, 1 at 5th level, the other at 13th. I think he was going the feat route.


A boring choice but toughness is useful if you are going to life link especially.


David_Bross wrote:

Oracle rarely use charisma in place of wisdom in PFS for these types of spells. John Compton's post regarding spiritual ally/weapon type spells.

I've never seen that quote before, thank you!

I have to go make a comment to that thread. It was funny (to me).


Time to make Oracles with the Ancestor Mystery and the Spirit Guide archetype for the Shaman Healing hex line of abilities. One could almost pretend that you are a life oracle at level 7 with link and channel.

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