Time Oracle Questions


Advice


So i'm looking at time oracle stuff for one of my players and it looks like they are mostly utility stuff (making baddies old, teleporting a few feet, removing them from existence, ETC)

so should he go more caster-ish or melee-ish?
(by this I mean what is it with time oracles? with the utility I can't imagine going more caster-y would help much so shouldn't they go
martial stat-wise?)

What stats should he want/have
Or, some general tips on what they do well and what they do poorly.
Even a couple suggestions of time oracle abilities/spells to go for would help.

(its 20 point buy, and he is starting at lvl 4 we don't know race yet)


Time is either melee or melee support, I think. I think it's particularly useful to go with a shield and medium armor and place yourself as a flanking partner for your melee fighters, then use Aging Touch to debuff the boss, Erase from Time to remove low-Fort mooks (Rogues/Casters), while going Time Flicker if too many enemies swarm you or Time Hop away/into battle as required.

This build really really wants high STR and CHA, good CON and either good WIS or INT. 12 or 14 DEX is enough.
Get a shield, Power Attack and Weapon Focus on your weapon of choice, after that, just focus on whatever else your team needs, for example:
- Lookout Teamwork feat is good if everyone has it and you take the Revelation to reroll initiative.
- If you go with a reach weapon, Paired Opportunists and the like isn't bad.
- Get any way you can to boost your attack - Half-Orcs should look into Grudge Fighter; stuff like Desperate Battler, anything that ups your accuracy.
- Considering your high CHA and STR, perhaps a Cornugon Smash intimidate build might also be good to support the melee.
- Another idea is to go with a Sunder build but I'd hardly recommend that.

They are mediocre healers, poor blasters and ohkay controllers. What they are great at is helping melee do their thing - with tools like Haste and Slow, STR penalties to enemies, disappearing problematic mobs, and aging stuff to hell.

For race, consider Half-Orc. They allow for proficiencies in flails (Chain-Fighter) or longswords (City-Raised) with alternate racial traits, plus you can get a boost to saves too.


Funny thing is we have a rogue, paladin, barbarian, and now, the one i had magical faith in is an oracle...of time i.e warrior/warrior-support. Darn. Still flavorful and cool, nothing set in stone, and there is always multiclassing but I think being a time oracle with a couple fighter levels could be fun.


You really dont want to multiclass.

ALSO: What's the problem? Party looks pretty good, Oracle would give the party the CC they need.


Its my first time dming so I expected one caster-fella but im not going to make my player do anything. From a dm standpoint a time oracle is really cool and flavorful (much better than a WOOD oracle)


Wood is awesome! Half-Elf for favoured class boosting of revelations, Barkskin.
Boost the plant shape one and be a Mi-Go when medium, and Alraune when large for 4/5 natural attacks/round with grab and constrict. Before and after boost wood armour.
You'll have great AC, great attacks, decent saves and a full caster to boot. Just play him as someone that's got a hard on for wood!

Time has a bunch of cool tricks but are otherwise toothless.

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