Spirit guide oracle. Of life


Rules Questions


Question,
A level 7 life oracle, of the spirit guide persuasion wIth a 16 charisma chooses a life spirit as his wandering spirit

How many channels would he have, and how many dice would they be.

I'm leaning towards having two pools of 4 (total of 8) each having 4 dice.


if you have taken the life spirit it would be another pool of channel energy since channel energy do not stack between class, so it would effectively be two pool of 4d6, 4 time per day each because of your charisma

Dark Archive

Agreed. 8 total channels of 4d6. This is my PFS oracle and he is wonderful.


Correct.
You get 1+Cha from the life mystery and 1+Cha from the life spirit, both at full progression. This type of oracle has more channeling than even the witch doctor shaman of life, due to focusing on Cha for spellcasting.

Might I suggest taking Fateful Channel (requires Pharasma as a patron)? Your party will love you if you do. You should take Selective Channeling first to not apply the bonus to enemies though.


I actually cannot worship pharasma, as I do other silly stuff.

I don't want to derail this thread, but if you look for my other oracle thread you'll see why.

I'm hoping purifying channel become PDFs legal before I hit 9th


Those must have been some rough rolls. A 16 charisma on a level 7 oracle is quite low.


Melkiador wrote:
Those must have been some rough rolls. A 16 charisma on a level 7 oracle is quite low.

My actual charisma is higher. Last night (first time as character level 8) the dm and the normal dm were amazed at the sheer volume of channels. After the game ended I walked them through the build, they expressed concern as "this cannot be legal" as either I shouldn't have both pools. Or both pools should have different intensities.

For purposes of representing the character I simplified it by posting lower numbers

For instance. I am using an ioun stone for a +2 charisma while wearing my phyllactery. When I get a lot more gold I'll be selling the stone to buy a rod of ruler ship.


The double life oracle is a now well known trick. I guess your DM could decide not to allow it, but it's totally legal. To make it even more cheesy, combine it with a kitsune's wrecking mysticism curse and trade away spells you will get back anyway.


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Grin,
Here is the list of tricks I am using:

1) Toad Protector Familiar from Arcane Heritage -- 3 extra hps, can divide damage dealt to me between the toad and myself as a non-action.
2) Double Life Link on people -- one from Oracle, and one from my wandering spirit hex
3) One level dip in Medium, channeling Marshal Spirit (lesser spirit power is to give my teammates a +1d6 to basically any d20 roll after we learn its a failure)
4) Choosing the séance power of Hierophant, which increases healing (my life link) by 2
5) Taking the scar trait from healer's handbook to increase healing (my life link) by 1
6) Fey Foundling (increased healing on me)
7) Double Channel pool (oracle and wandering spirit).
8) Life link my toad familiar.
9) Purifying channel when it becomes PFS legal (deal damage while channeling to heal)

So, as a non-action, at the beginning of my turn, I can heal everyone up to 16 points of damage, and both me and my toad take 5 damage per player. This is easily sustained, and easily my favorite healer yet.

I'm not familiar with the Kitsune trick ... is it PFS legal?


According to the Archives of Nethys it's PFS legal. I'm not sure if Kitsune are still up for grabs, or if you need a boon though. And I'd put the protector archetype on that toad familiar, if you didn't already.


Melkiador wrote:
According to the Archives of Nethys it's PFS legal. I'm not sure if Kitsune are still up for grabs, or if you need a boon though. And I'd put the protector archetype on that toad familiar, if you didn't already.

Melkiador,

Unsure if you noticed, but Protector was already applied and spelled out :)

Re: Kitsune ... ah, if only I could have been Kitsune, but I needed the feat from Human -- level 1 is fey foundling and selective channel. Level 3 is Extra Revelation (life link), level 5 is skill focus, level 7 is arcane heritage ... none of which is viable to give up


It's a tough choice. The double life build is pretty feat starved. I'm sure you picked up quick channel too. And I was tempted to go after reactive channel as well.


My plan is Purifying Channel at 9 and Quicken Channel at 11, unless there is something better.

As it's stood, I've only had one tough time healing, and that was when I was stun locked ... Last night, I was on the other side of the battle map, life link was still in medium range (so active), all terrain was difficult, all PCs were flying/haste/expeditious retreat, so I just stayed medium range ... only spell I cast, was a full-round Silence on our party's grappling bloodrager, the enemy spellcaster went from scary to a kitten. I do need to figure out some longer range spells to add to my spells known, but that'll wait until I level.

I'd like Reactive Channel, but with the Toad and a high Con score, it'll be tough to need reactive ...

Silver Crusade

meyerwilliam wrote:


8) Life link my toad familiar.
9) Purifying channel when it becomes PFS legal (deal damage while channeling to heal)

So, as a non-action, at the beginning of my turn, I can heal everyone up to 16 points of damage, and both me and my toad take 5 damage per player.

I don't understand how your toad is also life linking everybody to heal them (which I think is necessary to get 16 points of damage off everybody)


Not sure if this is relevant to your build, but I'll post it anyway since it turned out kind of cheesy on my mindchemist 2/white haired witch 4/thuvian alchemist X.
If you don't mind the 2 level dip into alchemist you could get yourself a tumor familiar, which gets fast healing 5 while melded into your body. Basically, it had the Valet archetype (has all your teamwork feats) and thus could absorb damage from me via Take the Hit (requires Bonded Mind) and heal it right up.


It isn't :)

As it stands, with the toon I described above, my toad familiar effectively has Fast Healing 11 (12 if he gets fast healing 1 from being a life spirit -- I'm not 100% certain on that one) -- and absorbs about half the damage done to me.

You are mentioning two feats (take the hit, bonded mind), as well as two levels of alchemist to get me a second familiar, which won't have any teamwork feats (as I don't have any) ...

Unsure exactly what benefit that would do for me? Keep in mind, when I was putting this together, I tried really hard to get a tumor familiar, but it wasn't possible to shoe-horn in.

Scarab Sages

pauljathome wrote:
meyerwilliam wrote:


8) Life link my toad familiar.
9) Purifying channel when it becomes PFS legal (deal damage while channeling to heal)

So, as a non-action, at the beginning of my turn, I can heal everyone up to 16 points of damage, and both me and my toad take 5 damage per player.

I don't understand how your toad is also life linking everybody to heal them (which I think is necessary to get 16 points of damage off everybody)

Dual Life Link via Oracle and Shaman Abilities makes it where, per person, they can transfer 10 points of damage to the healer.

With the trait and Medium's Heirophant ability, those injured people can heal an additional 3 per Life Link, totaling 16.

Since the familiar has the Protector archetype, every Life Link damage is split via Shield Other.

However, in the terms of Shield Other, the damage is actually split 6 to Master, 4 to Familiar (5 damage split is 3/2), and not 5/5. The reasoning behind this is that you are taking two seperate effects of Life Link, such as the healed target is gaining two instances of the Trait/Heirophant ability.


Cap phen, you are correct. I was lazy in my division.

Silver Crusade

Cao Phen wrote:


Dual Life Link via Oracle and Shaman Abilities makes it where, per person, they can transfer 10 points of damage to the healer.

Interesting. Not at all sure that they'd both stack, mind. I can see arguments both ways (it clearly violates the principle of identical effects not stacking, not remotely clear whether it violates any rules)

Edit: I've seen a "normal" life oracle die due to confusion and area of effect attacks. Seems a very real danger to this character :-)

Scarab Sages

In terms of the Familiar's Fast Healing, how do you obtain Fast Healing 11?

Edit: pauljathome, you are correct on abilities not stacking, as per the Hybrid Class ruling on page 8 of the ACG. However, since these are triggered abilities, it can bring some confusion to what is allowed or not allowed. Things like a Bloodrager's Fast Movement does not stack with a Barbarian, but things like an Shaman's Life Spirit's Channel does with an Oracle (as in a seperate pool for use).


Even though the two abilities have the same name and general function, the two life links are distinctly different things, so should stack. One is a hex. One is a revelation. And each has similar, but still different language attached to it.

Quote:
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Quote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

The most obvious difference is that one has a range of 100 feet and one has a range of "medium".


Cao phen.
The toad is dual life linked

Assume it has zero damage

Player 1-6 have 20 damage each.

My life link triggers for each toon.
They are all healed 16, I've taken 10 each, split with toad so I have 36 damage, toad has 24 damage
Toads life link triggers, it is healed for 8, I take 5, split into 3 and 2
Second life link triggers, it is healed for 8, I take 5, split into 3 and 2

It healed 16, took 4 effectively has fast healing 12

Do you concur?


meyerwilliam wrote:

It isn't :)

As it stands, with the toon I described above, my toad familiar effectively has Fast Healing 11 (12 if he gets fast healing 1 from being a life spirit -- I'm not 100% certain on that one) -- and absorbs about half the damage done to me.

You are mentioning two feats (take the hit, bonded mind), as well as two levels of alchemist to get me a second familiar, which won't have any teamwork feats (as I don't have any) ...

Unsure exactly what benefit that would do for me? Keep in mind, when I was putting this together, I tried really hard to get a tumor familiar, but it wasn't possible to shoe-horn in.

Oh, okay. Never mind my measly 5 then. :)

Actually, Bonded Mind and Take the Hit are teamwork feats. That particular build also took Shake it Off for a free +1 to her and her familiar's saves. It was basically a melee witch built around teamwork: since both she and her familiar had shake it off, they'd grant other characters +2 to all saves (and gain +1 in return) as long as they spent one feat slot on it (compared to having to spend 3 slots on Iron Will etc.). I think I also threw in Shielded Caster (+4 Concentration) for good measure. But since witches and thuvian alchemists are squishy, I needed to mitigate damage somehow, and since take the hit is a permanent shield other the familiar could suck up at least some damage with no ill effect (or bigger damage and then wait until it healed). Combat-wise she'd use her 10 feet hair to constrict/trip and throw bombs at things outside her reach.

Dark Archive

@meyerwilliam, I'm not sure it works out in that order. Life link's healing/hurting is triggered at the start of your turn. Because of that, I think the first round of life links would do the check of "Is this person injured at least 5 more than their max?" Including the one on the toad.
I'm reasonably certain the life links check for damage before you/your toad would take damage from the life links. So I don't think the toad would get healed from the life links until it started the round with damage.

At least, that's how my MtG brain thinks about triggers ^__^


Ectar wrote:

@meyerwilliam, I'm not sure it works out in that order. Life link's healing/hurting is triggered at the start of your turn. Because of that, I think the first round of life links would do the check of "Is this person injured at least 5 more than their max?" Including the one on the toad.

I'm reasonably certain the life links check for damage before you/your toad would take damage from the life links. So I don't think the toad would get healed from the life links until it started the round with damage.

At least, that's how my MtG brain thinks about triggers ^__^

Ectar. If it helps. Reread the example but assume the toad had 5 damage at the start of the round. Everything else still applies.

Scarab Sages

meyerwilliam wrote:

Cao phen.

The toad is dual life linked

Assume it has zero damage

Player 1-6 have 20 damage each.

My life link triggers for each toon.
They are all healed 16, I've taken 10 each, split with toad so I have 36 damage, toad has 24 damage
Toads life link triggers, it is healed for 8, I take 5, split into 3 and 2
Second life link triggers, it is healed for 8, I take 5, split into 3 and 2

It healed 16, took 4 effectively has fast healing 12

Do you concur?

I do agree that it does gain healing, but remember that the life link is triggered simultaneously. That means that the first round, unless your toad already has damage over 5, will not trigger its own life link.

Moreover, what you are a bit off on is what is considered Fast Healing. Life Link is not Fast Healing, but rather healing done at the start of the turn. This means that your Familiar's Life Spirit's Fast Healing will stack with whatever healing occurs via Life Link.

So using your example:

Turn 1 after initial damage:
6 Allies - Heal 16 (Total Damage 4 per ally)
You - Take 36
Familiar - Take 24 (Its own Life Link does not trigger since damage transfer was done after start of turn)

Turn 2:
Allies receive no healing (20 damage had been reduced to 4, so no healing has triggered via Life Link)
You - Take 6 (Total Damage 42)
Familiar - Take 4, Heal 16, Fast Healing 1 (Total Damage 11)

Turn 3:
Allies receive no healing (20 damage had been reduced to 4, so no healing has triggered via Life Link)
You - Take 6 (Total Damage 48)
Familiar - Take 4, Heal 16, Fast Healing 1 (No Damage Left)

Dark Archive

The familiar is gained through eldritch heritage; it is not a shaman's spirit animal, so it does not gain fast healing 1.

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