Rebuild my lvl 9 Oracle


Advice


Hello

In our Rise of the Runelords campaign we just made 9th lvl and our DM is allowing us to retrain feats. Aurelio is a Aasimar Life Oracle of Saranrae with the spirited Guide archetype ( Battle or Fire) for a more diverse and adaptable spell selection. He s the only divine Support class and most off those duties fall on him, altough I was able to convince the Inquisitor to choose prayer and he s now providing this spell. Still the difficulty is to provide the group fast enough with buff spells. The wizzard does cast Haste and the odd bulls strenght while I focus on group buffs and emergency heals ( please don t tell me in combat healing is not needed). We also have a barbarian and warrior who are very dmg focused.

My most valued magic item is a Mnemonic vestment that allows me to cast a spell from a scroll once per day as if it was on my spell list. used for scrolls with remove poison or curse etc (essentials I lack as spells)

My usual spells are:

1. lvl
Bless (if able to use before combat)
cure light wounds (out of combat healing)

2. lvl
protection from evil communal (1. spell I normally cast)
Shield other (needed if i want to use channels for in combat healing)
weapon of awe (if able to cast before combat)
lesser restoration (situational)

3. lvl
Magic Vestment (cast 3x before adventuring)
or Fireball
Archons Aura
Dispell Magic (situational)
(need a good spell here)

4. lvl
Firewall
protection from energy communal
-and I m strongly leaning to take freedom of movement

I also cast the spirit ability from Battle for +2 +2

So I am trying to get the most out of my action economy and was planning on going the spell perfection route with quick cast but 3 metamagic feats is abit of a steep prerequisite and I m not sure which metamagic feats I would take.

Stats:
Str 18 (kinda regret this now)
Dex 12
Con 15
Int 13
Wis 11
Cha 21

Feats:

1. Noble Scion +cha to ini
3. Selectiv channeling
5. swift channel
7. heavy armor prof (prob to be retrained)
9. ??

Options I ve been looking at but am not really convinced:

-Protective Channel (would free up one round)
-extra channel (swift channel is pricey but I normally have enough uses/day 6)
-clarifying channel (an option but I don t want to spend all feats on channeling)
-extra revelation combat healer ( probably gonna wait for 11th lvl to take this as class feature)
- weapon focus spear ( would be helpful but not essential)
-extra traits: Varisian Tatoo & second chance (reroll failed safe), maybe magical knack(not sure on which spell(probably fireball)

Metamagic feats I ve been looking into:
intensified meta ( for fireballs, burning hands)
Dazing spell (very costly)
empower spell ( for heals or fireballs)
flaring spell (cheap but lackluster :-()
focused spell
Persistent spell
Quicken spell (must)
silent spell ( utility)

If going the Metamagic route, the goal is to be able to pick up spell perfection at 15th lvl.

The focus of this char is to be able to provide the group with the essential buffs as quick as possible, so he then can contribute to the combat with either control or dmg spells, wade into battle with his +3 spear or emergency heal, while quick channels (like a 13th lvl cleric) provide a healthbuffer for the group.

what feats or spells am I missing or would you recommend? I am kinda planning up to 15th lvl

The Exchange

Drop Swift Channel, Heavy Armor Prof.

Take additional traits magical knack (fireball), wayang spell hunter (fireball).

Go get a LOT of ranks in knowledge engineering, and get ready to do hardcore maths. Lv 7 feat Sacred Geometry (Dazing spell, piercing spell), Lv 9 Spell (Spontaneous metafocus - fireball). Lv 11 - heighten spell, Lv 13: Spell focus evocation, Lv 15; GSF Spell focus Evo. Weee. Kaboom.


thx for your reply. the thing is I have fireball since lvl 6 and I ve never casted it. Just never was the right moment for it, lots of indoor encounters with not that many enemys. So I m kinda reluctantant to put all my eggs in one basket.
I love quick channel and the whole build revolves around it. There is plenty of dmg comming from our frontline. As a DM myself I am abit reluctant to make battles only last 2 rounds. My role is to support and while I am sure ther will be opportunities for fireballs, I rather make my group shine then grabbing the spotlight.
I also read that sacred geometry is broken, so I am abit reluctant to use it.


So you want to be more of a support character? Doable I guess.

The Flagbearer feat combines well with a longspear. It's a minor but no-action buff. Alternately it's possible to spend a lot of feats on the Bless Equipment line.

The next fourth level spell you want is Blessing of Fervor. You will use it much much more than Freedom of movement. Maybe pick up Liberating Command to help fill FoM's job.

3rd level spells you might find useful include Wind Wall, Borrow Fortune, Find Fault, or Communal Align Weapon if you're running into alignment DR.

Metamagic feats you may like include Fleeting Spell (add to Wall of Fire to drop it when your friends need to go thru, or to Obscuring Mist maybe), Merciful Spell (make casting Fireball less of an issue), Elemental Spell (similar use to Merciful), and, yes, Quicken Spell - though not until level 11. If you're not casting fireball anyway I'd hesitate to spend feats making it do more damage.

Sacred Geometry is both broken (there's a procedure to make it almost automatic) and incredibly slow if you don't use some such procedure.

The Exchange

If you want to do support, then get reach spell. And communal resist energy (as opposed to protection), because it lasts longer.

You'll want to pick up burst of radiance at level 2, chains of light at level 6.

Blessing of Fervor - never saw use for it, we wait for our wizard to cast haste. Or do without. My 4th level spell is for Greater Magic Weapon and Airwalk :)

If you're using quick channel, you're doing it wrong. You burn through your channels very fast.

Silence is very useful when dealing with spellcasters. Sticking Silence in a small room with a caster is awesome.


My life oracle (no archetype) had this at level 9 in the same path:
Feats:
Combat casting (debatable)
Persistent Spell (debatable)
Reach Spell (most used metamagic feat)
Expanded Arcana (for 2 spells)
Selective Channeling (not needed past level 12, as channeling in combat becomes very rare)
Spell Penetration (needed)

Later I added: Heavy Armor proficiency (we found several really nice full plates nobody needed, otherwise wouldnt have), Quicken Spell (at 13th, might have waited till 15, but very good), Expanded Arcana (picked up utilities: life bubble, windwalk)

Empower is pretty useless for healing, as it only affects the variables, and the healing spells have (almost) none. If you want to cast damage spells, that one and Intensify are good.
Dazing spell is mostly useless, and yes, I know I am speaking heresy here on the board :) But consider this: you add 3 levels, but keep the low level save DC, and you have no AE damage spells below 4th level, unless you count Soundburst and specials like your fireball. Using it on Soundburst makes it a 5th slot, and I don't see why not use Greater Command in that case and keep the DC? Usually a higher spell will serve.
I might tack it on Flamestrike (very small area), but don't I have better things to do with my 8th level slots? As you see, I don't consider the feat for non-AEs, because a single opponent requires no crowd control. I might be tempted with fireball, but my 6th level slots are needed for heal and greater dispel, which have proved to be very important.
Any feat dealing with channeling is a wasted feat, except Quicken and Selective Channeling. Channeling fades out at higher levels, so they retain their use only if your group uses variant channeling.
Silent Spell: I don't know...never had to use one. We have two full casters armed with dispel, so silence is no problem, and casting with discretion never came up.
Focused Spell: I don't consider it worthwhile anymore; our wizard has it, but since it does not help with the single target spells he stopped using it. What does he care if someone in an AE saves for half damage?

Spells:
1.: Bless, CLW (auto), Detect Undead (M), Light of Sarenrae, Ray of Hope, Remove Fear, Sanctuary
2.: CMW (auto), Eagle's Splendor, PfE communal, Remove Paralysis, Lesser Restoration (M), Shield Other, Silence, Soundburst
3.: Bestow Curse, CSW (auto), Dispel Magic, Neutralize Poison (M), Prayer, Remove Curse, Resist energy communal
4.: Air Walk, Blessing of Fervor, CCW (auto), Restoration (M), Spiritual Ally

Anything that grants a save becomes pretty much useless past level 15, like Sanctuary. The DC is so low that any monster saves, especially those against it should protect. Therefore I dropped Sanctuary and Soundburst later, as well as Spiritual Ally (I can flank when needed myself, and it hits almost nothing).
I replaced them with Comprehend Languages, Grace and Deathward, and Bestow Curse became Invisibility Purge (touch + save is too much).

I went completely the way of support in the end, to make sure the other four could do whatever their class is good at. That way I don't have to waste spells to the monster saves anymore, too. I only kept the damage spells later on, because even saved it's half damage.

If I had access to fireball, I would have used it ;) I had a staff of fire, which I did use, so I am sure of that one. Later on it became Flamestrike, Bladebarrier and Firestorm, when 10d6 looked worse and worse.

Silver Crusade

Blessing of Fervor is arguably the best buff spell in the game - no reason not to take it. Hasted allies can use the +2 to Attack, AC and Saves. Being able to stand up without provoking is awesome when you need it.

Use a Longspear if you're not doing so already (is the +3 spear a Longspear?) and position yourself for Attacks of Opportunity. Consider Combat Reflexes.

[Edit] Liberating Command is particularly good for a spontaneous caster.


I'm pretty sure you're confusing Magical Knack with something else, and Varisian Tattoo requires Spell Focus as a prerequisite.

Grand Lodge

Here is my advice as concerning the AP.

Will and Reflex will be your best targets.

Fortitude will become most creatures best save. You will be wasting time with them.

I'm a fan of the Spirit Guide but my favorites are Heaven, Lore, Slums, and Life. Life is fun for doubling amount of channel healing. My main one is Heaven as overland flight, prismatic spray, chain lightning. Stardust is really a good ability for taking care of invisibility and Displacements. Pair it with Life Sense and you can find them within 60ft.

Extend spell or Extend rods will be very useful. Your 11th level feat should be Divine Interference. I did not like Reach Spell and use a rod and lesser rod of it instead. Remember to cast Extended magic vestment and you hour long buffs the night before...wake up buffed and full spell list.

Fire will be the most resisted element in this campaign. You will have a couple enemies it will be good for. But you may be sitting on fireball most campaign.


Vatras wrote:

My life oracle (no archetype) had this at level 9 in the same path:

Feats:
Combat casting (debatable)
Persistent Spell (debatable)
Reach Spell (most used metamagic feat)
Expanded Arcana (for 2 spells)
Selective Channeling (not needed past level 12, as channeling in combat becomes very rare)
Spell Penetration (needed)

Later I added: Heavy Armor proficiency (we found several really nice full plates nobody needed, otherwise wouldnt have), Quicken Spell (at 13th, might have waited till 15, but very good), Expanded Arcana (picked up utilities: life bubble, windwalk)

Empower is pretty useless for healing, as it only affects the variables, and the healing spells have (almost) none. If you want to cast damage spells, that one and Intensify are good.
Dazing spell is mostly useless, and yes, I know I am speaking heresy here on the board :) But consider this: you add 3 levels, but keep the low level save DC, and you have no AE damage spells below 4th level, unless you count Soundburst and specials like your fireball. Using it on Soundburst makes it a 5th slot, and I don't see why not use Greater Command in that case and keep the DC? Usually a higher spell will serve.
I might tack it on Flamestrike (very small area), but don't I have better things to do with my 8th level slots? As you see, I don't consider the feat for non-AEs, because a single opponent requires no crowd control. I might be tempted with fireball, but my 6th level slots are needed for heal and greater dispel, which have proved to be very important.
Any feat dealing with channeling is a wasted feat, except Quicken and Selective Channeling. Channeling fades out at higher levels, so they retain their use only if your group uses variant channeling.
Silent Spell: I don't know...never had to use one. We have two full casters armed with dispel, so silence is no problem, and casting with discretion never came up.
Focused Spell: I don't consider it worthwhile anymore; our wizard has it, but since it does not help with the single target spells he...

wow Vatras that is so much good information right there!! I need to follow up one by one.

good to know there will be some good armor drops, while I ve been able to stay mostly out of melee, my AC would realy drop by quite abit if using medium armor.

I love all the information on metamagic, a department I really lack experience in.

Love the advice on metamagic feats.
-reach spell is a good call, while I have been able to normaly stay in the second row without getting hit, this might change with opponents becomming bigger and bigger.
- hm is spell penetration really so important? that s one feat i m not so keen on, since most of my important spells are buffs?
-dazing spell, I never considered this but you make a good point, yes I was intending on using it mainly for fireball and burninghands. I never tought about how important my 6th lvl spells will become, but you re right.

-I am really hoping my channel does not become useless in combat, I mean I channell with 7d6 (Aasimar fav class bonus)at 9th and could boost it with another 2d6 with a phylactery of positiv channeling which costs 11k and hope to be able to afford one day.
I agree it s getting hard, with people getting hit for 90 dmg in one round but let s say my main heal spell becomes heal, it does only affect one person and other people are getting hit too.
-I feel it would be nice to have protectiv channeling, which would safe me the round I use to cast protecction from evil communal. don t you agree?

-spells, alot of good info here (thank you)
1. what are ray of hope and light of Saranrea spells? any link couldn t find it and since I m also a follower would like to add them but can t find em on d20
2. really need to add silence to my list
3. dang resist energy communal is 3rd lvl... i had it as 4th lvl :-/
4. did you not feel the need for freedom of movement? did you miss it?
-I know blessing of fervor is one of the best here, but if I do have a wizzard in the group who always casts haste, is it still so essential? thank you for the reply PCsipio, i m still planning on taking it but maybee later...
- I would actualy like to have summon monster here, give the group some extra HP sponge. Hound archon would have a protection from evil aura and force a safe from enemys (that s 2 of my most important spells) just by summoning one. Or should I wait for the higher version SM V where the options have more HP?

Hm...while I know it will get hard to get my safe spells to stick, I was hoping that by raising my charisma they would not get obsolete. but thank you for all the info and I hope you come back again to this threat.


PCScipio wrote:

Blessing of Fervor is arguably the best buff spell in the game - no reason not to take it. Hasted allies can use the +2 to Attack, AC and Saves. Being able to stand up without provoking is awesome when you need it.

Use a Longspear if you're not doing so already (is the +3 spear a Longspear?) and position yourself for Attacks of Opportunity. Consider Combat Reflexes.

[Edit] Liberating Command is particularly good for a spontaneous caster.

Blessing of Fervor is certainly on my wish list but I m planning on grabbing it later, was thinking of: freedom of movement, summon monster, oracles vessel (allowing the barbarian to rage cycle)

Yes I do use a longspear, combat reflexes is not an option because of my low dex, but the Hex from spirit guide gives me a second attack of opportunity and weapon spec, later on greater weapon focus! main reason I took the archetype plus added spells!!


Why are you so set on heavy armour and weapon feats if you plan on staying back as much as you can?

Silver Crusade

Channeling is still useful if you can heal 3+ party members with it.

Freedom of Movement is good - it's what I would take after Blessing of Fervor.


Bloodrealm wrote:
I'm pretty sure you're confusing Magical Knack with something else, and Varisian Tattoo requires Spell Focus as a prerequisite.

Yes I was confusing it with magical lineage to reduce metamagic cost for 1 spell.

yea spell focus is not on my wishlist, I think I might have to opt for Loreseeker or missionary traits if I want to raise casterlevel for some spells. actualy there is few of them and I might jus go with missionary and second chance.


Bloodrealm wrote:
Why are you so set on heavy armour and weapon feats if you plan on staying back as much as you can?

That is a very good question I keep asking myself! probably because of the 18 strenght. I also really like the Battle abilities from the shaman. If I could do the character again I would probably have gone with 16 dex, but I have to say that the first few lvls would have been incredibly boring, where the only usefull spell I had was bless. I had quite some moments with my spear. But with the higher lvls I obviously find myself casting more and more and less in the thick of the battle.

bad planning on my part, but I probably would have jumped off a cliff at sandpoint if all I would have done was cast bless, channel and shoot a crossbow.

but I am not set on heavy armor proficiency and will probably exchange it for reach spell or a other metamagic feat.


Fruian Thistlefoot wrote:

Here is my advice as concerning the AP.

Will and Reflex will be your best targets.

Fortitude will become most creatures best save. You will be wasting time with them.

I'm a fan of the Spirit Guide but my favorites are Heaven, Lore, Slums, and Life. Life is fun for doubling amount of channel healing. My main one is Heaven as overland flight, prismatic spray, chain lightning. Stardust is really a good ability for taking care of invisibility and Displacements. Pair it with Life Sense and you can find them within 60ft.

Extend spell or Extend rods will be very useful. Your 11th level feat should be Divine Interference. I did not like Reach Spell and use a rod and lesser rod of it instead. Remember to cast Extended magic vestment and you hour long buffs the night before...wake up buffed and full spell list.

Fire will be the most resisted element in this campaign. You will have a couple enemies it will be good for. But you may be sitting on fireball most campaign.

You sir have alot of good intel. I am looking at other options from the shaman and I do like slum. I ll give heavens another look, I always wanted to make a heavens oracle but tought it revolves around colourspray to much.

I ve been mainly using fire for the extra movement because I am lame and make alot of use of 5 ft steps, beeing able to do them into difficult terrain has been extremely usefull. the spell selection has also appealed to me, but like mentioned never found the occasion to use fireball :-(
So while traveling outside i normaly use fire, while indoors i ve been using battle for magic vestment, the +2+2 battle ability and some added martial ability.

you sold me on divine interfernce, certainly gona be my lvl 11 feat.

Silver Crusade

With 12 Dex you still benefit from Combat Reflexes: you get an extra AoO, and can make AoOs when flat-footed (eg lost initiative). The thing that could argue against it is if you're consistently fighting opponents with reach (I haven't played this AP so I don't know if that's the case here).

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