Oracle of Flame (?) Blaster Advice


Advice


I'm joining a home brew sandbox type campaign with everything from political intrigue to unknown wilderness exploration. Other party members are a tanky serpent-style monk, controller sorcerer, and a ninja. My character is a level 8 half orc, and I wanted to go with an oracle blaster to give some ranged damage and a divine caster for some buffs and condition removal needs, but I'm struggling with the build. Looking at VMC Sorcerer or a 1 level crossblooded orc/gold draconic dip and possibly taking eldritch heritage feats.

I primarily play martial classes so I don't really know what I'm doing, though, when it comes to casters. Any suggestions?


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I would not multiclass such an oracle. Delaying your spells further is not a good idea.

Get greater spell focus evocation. Even without the mystery spells, the cleric spell list has a surprisingly solid number of evocation spells. Sound burst, Flame strike, holy smite, cold ice strike, destruction, blade barrier... And dazing spiritual weapon if you hate your GM.

Other than that, spell penetration is a must (around level 7 at the latest). If you want to add some save it suck spells like hold person, persistent spell is also very good.


If you're not already planning on doing so, the Blackened Curse and Spirit Guide archetype can open up some nice additional blasting avenues for you.

I'd second not multiclassing, since delaying your casting any further is terribly painful.


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You'll want to get a LOT of metamagic rods. Metamagics in the form of rods are wonnnnnderful for spontaneous casters, and you'll have a decent amount of WBL to start with, at least for the lesser versions that will cover your Burning Hands & Fireball.

The trick with a fire blaster (speaking as someone having a load of fun with an Efreeti half-orc sorceress - Hi!) is that fire is resisted so often. You'll need Elemental Spell for sure, at least as a rod, and you may want Elemental Spell (cold) as an actual feat. Then a Rime Spell Metamagic Rod will do cool things. (So to speak.) Not having read the boards soon enough, I'm not able to say this from personal experience, mind you, but I believe it.

And you should consider sooner rather than later whether you want Spell Perfection at 15th level. You aren't going to just wander into those prereqs! If you do, then I agree that Spell Penetration is a good deal (+4 for your perfected spell), although 7th or 8th seems a trifle early for SR monsters. At least, in the game my sorceress is playing, I haven't had a problem with SR till now at 10th, and my other sorcerers, who haven't gotten that much past 7th, have never encountered SR to speak of.

And then I'm going to diverge further from what's apparently accepted Wisdom if you don't go for Spell Perfection:
People like Spell Penetration anyway, I know, but I don't know why. Mathematically speaking, +2 doesn't give you that much swing on a d20 check compared to what else a feat slot can give you -- and oracles get precious few feats. I'd rather suggest Piercing Spell, although you may be able to make do with that as a rod.

< Blave, why do you say 7th at the latest for Spell Pen? And that it's essential -- presumably even for someone without Spell Perfection? >

I can tell you that people around here loooove traits & feats that boost initiative for blasters (and almost everyone else, apparently). You also may need to make concentration checks, although I've been able to find enough gear to be comfy with them without burning a feat on Combat Casting.

Speaking of gear and metamagic rods, your GM may let you store them in an Efficient Quiver (slotless). Otherwise, you'll want a Scabbard of Many Blades (slotless). Some other good stuff I found after I got help on a recent big shopping trip for my fire blaster: a Blazing Robe (body), a Circlet of Persuasion* (head), a dusty rose/ prism Ioun Stone (slotless), and Gloves of Elvenkind (hands). (The unlinked items are all in the Ultimate Equipment Guide.) *The Circlet takes up a head slot, which is important: you can wear it with the all-important Headband of Alluring Charisma, and the Charisma checks it boosts include all your CHA skills as well as the Concentration checks I mentioned. Together with her new gloves, the circlet puts my sorceress in fine shape when bruisers like you normally play lean over her while she's casting. :)

You'll also want your share of the big 6 items like that Headband, naturally.


Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.


First remember that a lot of that condition removal can be farmed out to scrolls, especially if you get mnemonic vestments. This is important to be able to keep your options open.

There's some fancy things you can do with feats, especially if you can get some cooperation from the others (see Callous Casting or Elemental Commixture). If you're playing for maximum power then Burning Amplification and Dazing Spell combine horribly well.

Eldritch Heritage isn't going to be a big deal for you until you can get Improved EH at 11th level. If you're fine carrying a couple of deadweight feats until then you can go for it but what in particular are you going for here?

To deal with occasional SR get some Dweomer's Essence. If it becomes a regular thing Spell Penetration is the way, sure.

@bitter lily: oracles all get a curse as part of the class, blackened is one of the options. It's not a spell or feat if that's what you were looking for.


avr wrote:

First remember that a lot of that condition removal can be farmed out to scrolls, especially if you get mnemonic vestments. This is important to be able to keep your options open.

@bitter lily: oracles all get a curse as part of the class, blackened is one of the options. It's not a spell or feat if that's what you were looking for.

Mnemonic Vestments look great for this character! I might replace my Blazing Robes if I ever start buying scrolls in abundance -- but playing a sorcerer, I'm not responsible for a wide range of condition removal with my paltry list of spells known. A better option in this case, for sure.

As for Blackened Curse, I certainly knew all that. But it's not listed in the base class description in the APG, and I didn't feel like digging through all the other books in the PRD. And the search engine didn't turn up anything besides blackened steel and the like. So I'm curious, and wondering if someone can link it for me. (And the OP!)

EtA: Although, speaking of possibly helpful links, the archetype that Gulthor mentioned can be found here.


bitter lily wrote:
< Blave, why do you say 7th at the latest for Spell Pen? And that it's essential -- presumably even for someone without Spell Perfection? >

Simple reason: You never know, what you'll encounter. You might or might not need it. You can run into SR easily by level 5+ levels - or not at all.

Making spells count is hard enough (between SR, saves, resistances, immunities). A passive effect that improves the odds is never wasted. For anyone who casts any kind of SR-spells on a daily basis, Spell Penetration is great. Yes, even without Spell Perfection, which honestly comes so very late that I wouldn't count on it. So yeah, I'd say get penetration before you hit level 10.

I personally also dislike relying on meta magic just to punch through enemy defenses. Using a slot two levels higher (elemental spell + piercing spell) against a fire resistant enemy with SR just so the spell can fulfill his very basic function seems awfully wasteful to me. Yes, rods help a bit but those are limited, expensive and you can't use more than one per spell.

Focusing too much on a single trick (i.e. fire spells) ignores the true power of casters: versatility. You can't hurt an enemy with fire? So what? Just do something else.
- Buff your friends. Blessing of Fervor, Prayer, Shield of Faith are all useful.
- Debuff the enemy. Persistent Blindness/Deafness is often a better use of a level 4 slot than an elemental (cold) Fireball.
- Provide flanking with Summon Monster or Spiritual Ally.

Note that I'm not saying my approach is better than your "rely on meta magic"-strategy. It's just another way of doing things.


bitter lily wrote:
As for Blackened Curse, I certainly knew all that. But it's not listed in the base class description in the APG, and I didn't feel like digging through all the other books in the PRD. And the search engine didn't turn up anything besides blackened steel and the like. So I'm curious, and wondering if someone can link it for me. (And the OP!)

OK. Oracle curses are listed here alphabetically, blackened is the second one listed. The first by Paizo rather than a 3rd party product.


Blave, I wouldn't have second-guessed you on timing if you'd said "9th level at the latest," although since the OP is writing up an 8th-level character, demurring on 7th seemed important. (I still would have chimed in about whether to get it at all, mind you, but to each their own.)

I certainly agree that most metamagic feats are over-priced in slot cost. The difference (to me) is that spontaneous casters can benefit so richly from rods, which don't have a level cost and offer so much last-minute versatility, even at one per spell.

I also fully agree that versatility is key, and metamagic shouldn't be the only kind a caster has. (Well, all right, I've personally had low results in actual DPR from summons's, and Spiritual Weapon/Ally get pretty poor attack bonuses with a CHA-based caster, but the party ninja indubitably depends on flanking!) And when he gets to buffing & debuffing, the OP's friends will love him, no question.

We're cool, I trust.


Well I usually try to get penetration at level 5 for a full caster (unless it's some extremely feat starved build). 7 is already late-ish for me. I definitely wouldn't go beyond 9 without it. An exception could be made for elves.

I have yet to come across a GM who won't allow oracles to use Charisma for the spiritual spells, but by RAW, they aren't great for oracles, that's true. But even then,they are just one trick of many you can pull off.

I'm not sure how a spontaneous caster benefits from rods more than a prepared caster. You can't even pull out the rod and use it in the same round as a spontaneous caster. Not without investing into extra equipment for quick retrieval, anyway. If anything, I'd say meta magic feats are much better in the hands of a spontaneous caster, not rods.

I also think rods are simply too expensive most if the time. You can't afford even lesser rods before level 6-ish. By that time, you actually want a normal (non-lesser) rod but can't afford it. Before lesser quicken comes up, I usually limit myself to a lesser extend rod for 10 min/level buffs like heroism and barkskin.

But anyway, of course we're cool. Never said you were wrong, just pointing out another way to do things. :)

EDIT: Come to think of it, if you cast a level 3 spell from a level 4 slot due to meta-magic (like an intensified fireball), can you still apply a less rod to this cast?


bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.

I actually like Spirit Guide a little bit more for a blaster, personally, since you get a lot of value in exchange for a few revelations.

In particular, the bonus you gain at level 4 (At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast) means that you can more safely use your actual spells known to pick up blasting spells, and then bond with a wandering spirit to pick up more situational/buff/utility spells as needed (Oh, we need healing/condition removal? I'll jump into Life today. We're going on an aquatic adventure? Let me pop over to Waves.)

Also, it was linked above, but just for quick reference:

Blackened Curse wrote:

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

Effect

You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.


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If you want to stick to the Fire Mystery then I might do something like this:

Half Orc Flame Oracle:
Unnamed Hero
Half-orc oracle (spirit guide) 8 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +16

--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 24 (+8 armor, +3 deflection, +1 Dex, +3 shield)
hp 70 (8d8+27)
Fort +11, Ref +9, Will +13
Defensive Abilities sacred tattoo

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)

Oracle (Spirit Guide) Spells Known (CL 8th; concentration +17)

. . 4th (4/day)—cure critical wounds, freedom of movement, spiritual ally[APG], wall of fire

. . 3rd (6/day)—archon's aura[UM] (DC 20), cure serious wounds, dispel magic, fireball (DC 20), heroism, magic vestment

. . 2nd (8/day)—burst of radiance (DC 19), cure moderate wounds, delay poison, grace[APG], levitate, minor image (DC 18), resist energy, sound burst (DC 19), spiritual weapon, suppress charms and compulsions

. . 1st (8/day)—bless, burning disarm (DC 17), burning hands (DC 18), cure light wounds, endure elements, liberating command[UC], murderous command[UM] (DC 17), shadow trap (DC 17), shield of faith, unseen servant

. . 0 (at will)—detect magic, detect poison, ghost sound (DC 16), guidance, mage hand, mending, purify food and drink (DC 16), read magic, resistance, stabilize

. . Mystery Flame
. . S spirit magic spell; Spirit Ancestors Wandering Spirit

--------------------
Statistics
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Str 7, Dex 12, Con 16, Int 14, Wis 12, Cha 22
Base Atk +6; CMB +6; CMD 18
Feats Empower Spell, Endurance, Noble Scion Of War[ISWG], Spell Focus (evocation), Spell Specialization (fireball)[UM]
Traits fate's favored, magical lineage (fireball)

Skills Acrobatics +0 (-4 to jump), Appraise +4, Bluff +11, Climb +0, Diplomacy +22, Disguise +11, Escape Artist +0, Fly +4, Heal +3, Intimidate +11, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +17, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +12, Perception +16, Ride +0, Sense Motive +14, Spellcraft +15, Stealth +0, Survival +3, Swim -3, Use Magic Device +19
Languages Abyssal, Common, Draconic, Ignan, Orc
SQ ancestor's council, bonded spirit, bonded spirit hex (wisdom of the ages), dusksight, oracle's curse (haunted), orc blood, revelation (wings of fire), spirit ()

Combat Gear lesser cold elemental metamagic rod[APG], lesser extend metamagic rod; Other Gear +2 agile breastplate[APG], +2 mithral light steel quickdraw shield[APG], belt of mighty constitution +2, boots of the cat[UE], circlet of persuasion, cloak of resistance +2, eyes of the eagle, handy haversack, headband of alluring charisma +2

He has about 4000gp left to spend on sundry wands, scrolls and potions.
--------------------
Special Abilities
--------------------
Ancestor's Council (9/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.

The stat block includes the effects of ant haul, two magic vestments (both extended), heroism and shield of faith.

He makes a reasonably decent blaster throwing CL10 Fireballs, he can empower them out of level 4 slots. I would have taken Additional Traits for Wayang Spell Hunter as well but that will have to wait until next level. With Archons Aura (1min/level) he may also be passively debuffing an enemies saves.

When fire doesn't work he can start swapping to cold based attacks with his elemental rod (but remember it still a full round action) or rely on his other spells. Murderous Command, Sound Burst and Burst of Radiance are all effective spells which target different saves. He can give allies flanking with Spiritual Guardian (which works off Cha) and later on he might consider adding dazing into the mix. SR may well be an issue so I recommend picking up some dweomer essence or a rod of piercing at some point. You will probably want spell penetration but Oracles are very light on feats and you have to make some compromises somewhere. I would generally focus on saves and damage first as those are relevant for every enemy while SR only applies to some of them.

He brings a bunch of other stuff to any group. Wisdom of the Ages (hex from spirit guide) turns all Int skills into Wisdom based. Spirit Guide switches that to Cha based which means the circlet of persuasion also works on them. If you want to guarantee out of combat knowledge check success swap a level two spell to page-bound epiphany.

His UMD allows him to activate any wand without fail, I recommend spending some of his excess gold on stuff like heightened awareness or longstrider. He makes for a decent face with strong diplomacy and decent bluff and sense motive.

Be aware he could not exist organically without retraining as he only gets 1 revelation and Wings requires you to be level 7. His fly skill is not great so you wont be able to do much in the way of fancy moves in the air.


avr wrote:
bitter lily wrote:
As for Blackened Curse, I certainly knew all that. But it's not listed in the base class description in the APG, and I didn't feel like digging through all the other books in the PRD. And the search engine didn't turn up anything besides blackened steel and the like. So I'm curious, and wondering if someone can link it for me. (And the OP!)
OK. Oracle curses are listed here alphabetically, blackened is the second one listed. The first by Paizo rather than a 3rd party product.

I stick to PRD products, both for the games I play in (GM's choice), and the games I run. (Well, I've added Ultimate Vigilante to my list of approved products in daily expectation that it will arrive on the PRD.) As a result, I never bother consulting the pfsrd -- it's too likely I'll find something unusable! So thanks for the link.

And if the OP can use Paizo splatbook stuff, that's a fabulous curse for a half-orc.


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Blave wrote:
Well I usually try to get penetration at level 5 for a full caster (unless it's some extremely feat starved build). 7 is already late-ish for me. I definitely wouldn't go beyond 9 without it. An exception could be made for elves.

I'm waxing verbose, so I'm splitting up responses. Someday I'll learn tersity...

Blave, I guess your games & mine vary a lot. I'd have made use of a Spell Penetration feat by now -- but not before 9th. All I can say is that according to the monster creation rules, my GMs have been pretty standard...

Bestiary under Monster Creation wrote:
Special senses and resistances to certain energy types are common in creatures of CR 5 and lower. Damage reduction, energy immunities, and regeneration are more common in creatures above CR 5. Spell resistance and immunities become more common above CR 10. As a general rule a creature's spell resitance should equal its CR + 11.

To the OP (since you've never played a caster before):

SR has been called AC for casters, but it's a lot harder to beat. All you get is your caster level (CL) and any feats or wondrous item bonuses plus the d20. Martials are up against a somewhat higher AC, true, but they more than offset the difference with their stat & magic weapon bonuses, besides their own bonuses from feats & wondrous items. (OTOH, I have to admit that not all monsters have SR, even at higher levels, and there's things a caster can do that don't incur it; martials have to go to combat maneuvers if they can't beat an AC.)

If you go up against a CR-11 monster with a standard SR 22 at 8th CL without any help, you'll need to roll a 14+ or your spell fizzles. Dismal. My argument is that changing that to a 12+ isn't good enough for a precious feat slot; that even with a 12+ you're better off simply picking one of the indirect options that Blave has outlined. OTOH, using Piercing metamagic to need only 9+ is much more palatable, even at the cost of an increased spell slot (feat) or casting time (rod).

{I'll chime in on this.} The real moral of the day: make sure that your spell selections give you options that indicate "Spell Resistance: no."

(Although speaking of those indirect options, it seems that Blave & I have also encountered different GMing styles when it comes to switching the stat mentioned in a spell description. Obviously, you should check with yours before taking a spell like Spiritual Ally for more than pure flanking options.)

~~~~~

Switching hats to my GM one: I am curious what the standard PFS rule is about using CHA instead of WIS for a spell like Spiritual Weapon/Ally...

Sovereign Court

Pathfinder Starfinder Society Subscriber

From the PFS Campaign Clarifications document:

Clarification, Core Rulebook wrote:
Page 348—A character who receives spiritual weapon as a bonus spell (such as an oracle mystery spell or witch patron spell) may use her primary spellcasting ability score in place of her Wisdom score when calculating the spell's attack bonus.

PFS only lets you use primary stat if you get spiritual weapon/ally as a bonus spell.


Blave wrote:
EDIT: Come to think of it, if you cast a level 3 spell from a level 4 slot due to meta-magic (like an intensified fireball), can you still apply a less rod to this cast?

No, you'd need a normal rod as it's too high for a lesser.


Gulthor wrote:

If you're not already planning on doing so, the Blackened Curse and Spirit Guide archetype can open up some nice additional blasting avenues for you.

I'd second not multiclassing, since delaying your casting any further is terribly painful.

I'd prefer not to multiclass for progression's sake, but I saw a lot of people advising the crossblood dip for +2 to every fire damage die. There are dragons in this campaign, so I am worried about Fire immunity making that a waste of time.

Also, I know the blackened curse is pretty damn good, but I'd rather not lose the ability to swing a weapon if it comes down to it. As a half orc oracle I can have a great axe and a breastplate with magic weapon/magic vestment if I can't escape Melee. Not optimal by any means, but it covers my back. Our sorcerer was almost gutted last session by a ghoul surprise attack in the woods - GM likes to trap casters.


bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.

I don't want to limit myself for RP - I went flame for the free wings and it just seemed like the best way to maximize a divine blaster. There are apparently many divine blasting spells I was unaware of, though.


Blave wrote:

I'm not sure how a spontaneous caster benefits from rods more than a prepared caster. You can't even pull out the rod and use it in the same round as a spontaneous caster. Not without investing into extra equipment for quick retrieval, anyway. If anything, I'd say meta magic feats are much better in the hands of a spontaneous caster, not rods.

I also think rods are simply too expensive most if the time. You can't afford even lesser rods before level 6-ish. By that time, you actually want a normal (non-lesser) rod but can't afford it. Before lesser quicken comes up, I usually limit myself to a lesser extend rod for 10 min/level buffs like heroism and barkskin.

But anyway, of course we're cool. Never said you were wrong, just pointing out another way to do things. :)

EDIT: Come to think of it, if you cast a level 3 spell from a level 4 slot due to meta-magic (like an intensified fireball), can you still apply a less rod to this cast?

I am agog. Simply agog.

Having never played a prepared caster of even medium level (the low-level one was a witch, who relied on her spontaneous hexes rather than her usually poorly chosen spells), I had never checked on how a prepared caster used a metamagic rod. I had simply assumed that they had to prepare their spells with them, the same as they do with their own feats, and that the extra casting time for spontaneous casters was the payback for spontaneity in using the rods.

A time tax on spontaneous casters for no benefit? None?

But it's still true that having a variety of rods to pull out to fit a situation is of benefit -- even if it means you don't get to use one the first round and then have to keep it for the others. (And of course you can keep your favorite in your hand.) Btw, I'm going to pay a "feat tax" to get around that "time tax:" I'll be getting Quick Draw to use with my Scabbard of Many Blades.

As for applying a lesser metamagic rod to a Fireball that you're also using a +1-level metamagic feat on, I've been able to do it, no problem. (The theory being that all the metamagic is going down at one time as the spell is being cast. It sure sounds reasonable to me when I picture it.) The RAW are unfortunately silent on this precise question, although they address things like Pearls of Power that store meta'ed spells after casting. And I've been scrolling through the boards just now, and I can see that opinions on RAW are firmly opposed to one another. In short, our GMs have been so different, I can't say what yours would rule.


Makknus wrote:
bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.
I don't want to limit myself for RP - I went flame for the free wings and it just seemed like the best way to maximize a divine blaster. There are apparently many divine blasting spells I was unaware of, though.

The Spirit Guide really is a great option. But for your fire spells, are you looking at the...

< full stop after reading the ARG >

Half-orc sorcerers get a bonus to fire damage as a favored class bonus, but nooooo, not oracles. So why the half-orc?

And by all means, diversify your blasting. At least you won't be as short on spells as my sorceress is (if you use the alternate FCB).


KingOfAnything wrote:

From the PFS Campaign Clarifications document:

Clarification, Core Rulebook wrote:
Page 348—A character who receives spiritual weapon as a bonus spell (such as an oracle mystery spell or witch patron spell) may use her primary spellcasting ability score in place of her Wisdom score when calculating the spell's attack bonus.
PFS only lets you use primary stat if you get spiritual weapon/ally as a bonus spell.

Thanks! I can go with that for my game.


bitter lily wrote:
Makknus wrote:
bitter lily wrote:
Gulthor, the Spirit Guide could indeed be interesting, if the OP doesn't want a mostly-fire-blasts half-orc. (For RP reasons, he might prefer to limit himself.) But what is the Blackened Curse? I couldn't find it in the PRD.
I don't want to limit myself for RP - I went flame for the free wings and it just seemed like the best way to maximize a divine blaster. There are apparently many divine blasting spells I was unaware of, though.

The Spirit Guide really is a great option. But for your fire spells, are you looking at the...

< full stop after reading the ARG >

Half-orc sorcerers get a bonus to fire damage as a favored class bonus, but nooooo, not oracles. So why the half-orc?

And by all means, diversify your blasting. At least you won't be as short on spells as my sorceress is (if you use the alternate FCB).

Half orc is purely for RP. I also quite like having Darkvision from playing a dwarf, and the Savred Tattoo/Fate's Favored combo looks awesome.


Makknus wrote:
Also, I know the blackened curse is pretty damn good, but I'd rather not lose the ability to swing a weapon if it comes down to it. As a half orc oracle I can have a great axe and a breastplate with magic weapon/magic vestment if I can't escape Melee. Not optimal by any means, but it covers my back. Our sorcerer was almost gutted last session by a ghoul surprise attack in the woods - GM likes to trap casters.

Ummm, the Blackened says nothing about armor; it just makes it ineffectual to carry that great-axe. If you're a blaster (once you get 3rd-level spells, anyway), using a great-axe is sub-optimal under the best of circumstances. Making sure that you can fire off your spells while casting defensively is better. (Hence things like the Gloves of Elvenkind or Circlet of Persuasion.)

Ooooh, I don't know how many of those divine evocations are rays. (Searing Light is, for instance.) Rays are good, because they don't take a save for half damage -- but firing them into melee requires two feats: Point-Blank Shot & Precise Shot. I think they're worth it for a ranged arcane blaster, but I don't know how much they would benefit you. OTOH, if you can focus on divine melee touch spells (also no save for half), you don't need the two feats and you have a better melee attack than a greataxe.

At least, my understanding is that "You take a –4 penalty on weapon attack rolls" does not affect ranged or melee touch attacks.


bitter lily wrote:
Makknus wrote:
Also, I know the blackened curse is pretty damn good, but I'd rather not lose the ability to swing a weapon if it comes down to it. As a half orc oracle I can have a great axe and a breastplate with magic weapon/magic vestment if I can't escape Melee. Not optimal by any means, but it covers my back. Our sorcerer was almost gutted last session by a ghoul surprise attack in the woods - GM likes to trap casters.

Ummm, the Blackened says nothing about armor; it just makes it ineffectual to carry that great-axe. If you're a blaster (once you get 3rd-level spells, anyway), using a great-axe is sub-optimal under the best of circumstances. Making sure that you can fire off your spells while casting defensively is better. (Hence things like the Gloves of Elvenkind or Circlet of Persuasion.)

Ooooh, I don't know how many of those divine evocations are rays. (Searing Light is, for instance.) Rays are good, because they don't take a save for half damage -- but firing them into melee requires two feats: Point-Blank Shot & Precise Shot. I think they're worth it for a ranged arcane blaster, but I don't know how much they would benefit you. OTOH, if you can focus on divine melee touch spells (also no save for half), you don't need the two feats and you have a better melee attack than a greataxe.

At least, my understanding is that "You take a –4 penalty on weapon attack rolls" does not affect ranged or melee touch attacks.

Casting defensively is probably the better option. I could also rely on a high UMD and a wand I suppose for tight quarters. Wands don't provoke, do they?


Makknus wrote:
Half orc is purely for RP. I also quite like having Darkvision from playing a dwarf, and the Savred Tattoo/Fate's Favored combo looks awesome.

Half-orcs have the most fun! That's my motto!

The Sacred Tattoo & Fate's Favored combo really is awesome. And as a divine caster, you can run with it for utter gold. YOU can learn Divine Favor. I envy you so much.

My party has the worst luck with clerics. Really, really bad luck. Like the players' lives fall apart and they move out of town. LOL! (Well, one character died fair & square after closing into melee with a mind-flayer.) So we're using our bard (with a no-fail UMD and some wands) as a healer, but he doesn't have the spell. It finally occurred to me that I could get it as a wand, only to find that the stores were out during my last shopping trip. Someday...

Anyway, you'll also be able to make great use out of a Stone of Good Luck or Luckstone (slotless). The +1 on saves won't stack w/ your tattoos, but the +1 on ability & skill checks will get augmented nicely. And... initiative & concentration checks are ability checks! (It's on my shopping list.)

Oh, on a related note, I might as well warn you that the Jingasa of the Fortunate Soldier (head) has been nerfed to uselessness. It now gives a +1 deflection bonus (which of course does not stack with a Ring of Protection), and the crit/sneak negation is once-only ever. I understand the second change, but why couldn't they have not fiddled with the luck bonus? Hmmph; my circlet looks better with my robes, anyway. Hmmmph!


guy who wrote it says manufactured weapons only

that the language was written before faqs making everything weapons


Makknus wrote:
Casting defensively is probably the better option. I could also rely on a high UMD and a wand I suppose for tight quarters. Wands don't provoke, do they?

No, but you have to have it in-hand, and you'll have better options for that hand (I hope). Also, you'd only have one choice (maybe an empowered Magic Missile?), regardless of the circumstances, while you would KNOW a wide range of options.

Owning one of those might well be a good idea, don't get me wrong. But defensive casting isn't that hard.

Silver Crusade

YES! Dip in Crossblooded Sorcerer. It doesn't matter if you delay your spell progression since, once you get Fireball, you're done and anything else is a plus. I played a similar Oracle once, I dipped AND started at level 1, so I struggled a lot at the beginning since I was stuck with 1st level spells until level 5, but the satisfaction of roasting foes with a 5d4+10 Burning Hands and finishing the survivors with a 3d6+6 Flaming Sphere (move action) was priceless! Not to mention a specialized 2x[4d6+8] Scorching Ray. If you start at level 8, you'll get the goodies, without the struggling!

However, remember to learn several different spells to be versatile. In my experience, I found myself a bit useless sometimes because of being a bit a one trick pony (it was a low level campaign, so it was to be expected).


Let me clarify something: I think you need to decide first up whether you want to go ranged or melee (in addition to AoE). There's nothing wrong with learning one or two spells of the other touch type, but your stats need to focus on STR or DEX, you may need feats, and so on.

Just looking at the mystery/curse lists, the Flame Oracle list is (naturally) heavy on AoE, but Fire Seeds is mostly ranged touch. Again, the Blackened curse likes AoE (w/ some repeats), but also has a hot ranged touch spell in Scorching Ray. And I know you get Searing Light as a lovely divine ranged touch spell. I don't know what divine melee touch spells are out there.


Half-orcs can use their teeth in melee if they want. Bite attacks aren't affected by the blackened curse either. This also allows you to use one hand for a shield or metamagic rod while having the other free to cast with.


bitter lily wrote:

Let me clarify something: I think you need to decide first up whether you want to go ranged or melee (in addition to AoE). There's nothing wrong with learning one or two spells of the other touch type, but your stats need to focus on STR or DEX, you may need feats, and so on.

Just looking at the mystery/curse lists, the Flame Oracle list is (naturally) heavy on AoE, but Fire Seeds is mostly ranged touch. Again, the Blackened curse likes AoE (w/ some repeats), but also has a hot ranged touch spell in Scorching Ray. And I know you get Searing Light as a lovely divine ranged touch spell. I don't know what divine melee touch spells are out there.

I'd rather go ranged. I've just seen a caster get gutted by a surprise attack or backed into a corner and locked down til death in every campaign I've played. Just like pumping a will save on a Melee character so I don't get mind controlled, I'd like to have some kind of close quarters option so I don't get physically controlled. I may get stuck fighting inside a house where fireball isn't an option, I can't fly away, etc.

Medium armor and a shield solves most of that problem, but I just want to make sure I'm contributing every round.

Silver Crusade

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Any non-AoE spell would be enough in such circumstances:

- Scorching Ray
- Flaming Sphere
- Spiritual Weapon / Chains of Light
- Summons!

Remember, they can't hurt you if you kill them first!

For defense, pump up Dex/Con as much as possible (after maxing Cha), cast Ant Haul at the beginning of the day, put on a medium armor and a heavy shield and you're done. If you are in a situation in which ANY of your spells won't work (pretty implausible in my opinion) and in close-combat, go in total defense and wait for your friends to rescue you. There's no shame in teamwork :)

Full caster is a dedicated role, and blasters are very dedicated full-casters. If you want to be good in blasting, you can't afford anything else. So drop down your strength and embrace the power of magic :)


One of the best melee options for you is a Chaotic Good alignment, a Star Knife, and the feat Divine Fighting Style, Desna's Shooting Star from Divine Anthology.


Oracles shouldn't take both Flame Mystery and Blackened Curse, because these add some of the same spells to your spell list. The exception is Oracle archetypes that replace the Mystery spells that duplicate ones that the Blackened Curse adds.

Silver Crusade

UnArcaneElection wrote:

Oracles shouldn't take both Flame Mystery and Blackened Curse, because these add some of the same spells to your spell list. The exception is Oracle archetypes that replace the Mystery spells that duplicate ones that the Blackened Curse adds.

Except for Scorching Ray, Flaming Sphere and Delayed Blast Fireball, which, you know, are pretty damn good! ;)

Also, you must admit it's very thematic.


Gray Warden wrote:
UnArcaneElection wrote:
Oracles shouldn't take both Flame Mystery and Blackened Curse, because these add some of the same spells to your spell list. The exception is Oracle archetypes that replace the Mystery spells that duplicate ones that the Blackened Curse adds.
Except for Scorching Ray, Flaming Sphere and Delayed Blast Fireball, which, you know, are pretty damn good! ;)

Flaming Sphere is mostly uselss by level 8. Gets useable again at 10 when you can use dazing with it but dazing spell is borderline broken.

Scorching Ray is in fact a pretty good spell and a good choice for quicken for some extra damage later.
Never found any use for Delayed Blast Fireball. I'd rather cast an intensified persistent fireball or something like that.

However, the best blackened use for a caster oracle is actually Oracle's Burden. A hefty -4 to attacks on a failed will save is a pretty mean debuff for brute type enemies. Very nice for a 2nd level spell.

Silver Crusade

"Flaming Sphere is mostly uselss by level 8"

3d6 + 6 as a move action, eventually 6d6 + 12 if cast two times, perfect for when you don't want to burn spell slots each round but you want to contribute to the fight (I'm assuming Crossblooded Sorc dip, of course).

Then, the fact itself that it becomes amazing at 10 just defies the whole "uselessness argument".

Delayed Blast Fireball is nice if you really want to exaggerate with damage, as its cap is higher that the usual intensified Fireball, and the higher level increases the DC by 4, which is statistically what you get from rerolling the saving throw and getting the lower result (Persistent spell).


Well, I can see how Flaming Sphere would be useful for such a build. Personally, I don't like level dipping and I'm VERY reluctant to ever use dazing spell so it probably is not something that crosses my mind when I think of Flaming Sphere applications.

High end damage of Delayed is better than the normal fireball but it also costs a higher spell slot and it's harder to apply meta magic. Also, you get Fire Storm whch is basically the same one level earlier.

But anyway, don't get me wrong, neither the spells nor the blackened curse are bad. It might just not be worth the redundancy with the flame mystery.


I like the scorching ray and flaming sphere access of blackened, but I'm also looking at Haunted or Lame as curse options. Lame doesn't really impose a penalty with wings and access to cinder dance (if I don't go Spirit Guide) and nets fatigue immunity. Haunted comes with some handy positioning and utility spells, and potential RP fun in all social situations.

Would a flame oracle without blackened have enough blasting spells? Again, as I've never really played a caster, is Fireball going to be my go to like a full round power attack with martials?


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First, don't count on Cinder Dance if you go Lame -- it's excluded, RAW.

Second, I really love Scorching Ray & Flaming Sphere for you, and the melee penalty is IMHO utterly non-essential -- your JOB is to stay out of melee. You have a nasty GM who likes to trap casters? OK, find ways out of traps.

I'm a lot more familiar with the arcane list than the divine, but we can start with Sanctuary. Freedom of Movement or Air Walk might get you out of a bind. Wind Wall might block ranged hemmers-in. You don't need all of these, mind you, just one or two so you have a plan (and reserved spell slots).

Or consider Spirit Guide & the Blackened Curse to get your blasting abilities and take a different mystery. The Heavens mystery gives you fascinating spells like Color Spray. Or take the Lore mystery & the Sidestep Secret revelation so your AC depends on CHA instead of DEX. I'll stop here, but I'm sure others will chime in.

If you want to be a ranged blaster, you can really use all of Burning Hands, Scorching Ray, Fireball, and Flaming Sphere -- especially with Elemental Metamagic to get around resistance. Now you have the ability to pick off a single attacker, a crowd, and to position your fire nicely. And you get all of that except Fireball with Blackened, so the question is can you replace Fireball if you take a different mystery.

{Or find another way to get it -- if you do the dip, you can cast basic Fireballs via a wand.}


More on "getting out of traps" spells...

Grace is esp. nice because it's swift; you can cast that and Air Walk defensively and just walk out.

And again, if you do the dip, you have access to Greater Invis as a wand.

And as a repeat caution: if you want to position yourself as a ranged blaster, the double feat path Point-Blank Shot & Precise Shot are essential to get your rays where you want them to go within melee.

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