Ganyavesha

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HyperMissingno wrote:

Really I feel the big problems here is that Life and Flame just aren't offering enough bang for your buck. Look at Battle for a moment. Fast healing of half your level in battle is well worth the AC and Saving Throw penalty (especially in a system with jank 0 HP mechanics) and its major curse bumps up the fast healing to character level. Fast healing beyond 4 was hard to get for PCs and here we have Fast Healing gatdang 11.

THIS IS ON TOP OF +4 TO DAMAGE! This is worth the stupefied here!

The math on Battle oracle isn't actually all there. The design is to make it more of a martial character, by it never quite gets anywhere near as good as an actual martial character, but quite a bit. +4 damage is nothing compared to the greater weapon specialization that most damage dealer get. And even if you multiclass into barbarian to get the bonus damage to add Rage on top of that it still pales in comparison. Not to mention they have a harder time hitting than a martial character.

Meanwhile Fire Oracles can pretty much burn the world down if they wanted to.

Your comment on the fast healing is note worthy though.


I have to agree that the Mystery/Burden System needs a revamp. Where it stands, there is no point for a Life Oracle to cast their Revelation spell until they have access to the Moderate Curse same with Battle. All you are doing is gimping yourself for very small gains which isn't worth the risk.

I personally feel like we need more Mysteries to accurately judge the system though. Having only these three doesn't do well for testing the system, they only test those versions of it. Who's to say the next mysteries they come out for us to play test aren't very well suited for the current system.

I know in my current playtesting, I haven't and will not be casting my revelation spell until Moderate Curse is unlocked. And that would go for any of the Mysteries. It's just something you can survive without. But once I get to Major Curse for my Battle Oracle, I'm just going to sit at the major effect of it.


I've been trying and it just isn't working. Everything keeps falling short. I know not all the Mysteries and Curses and all that jazz is out yet, but it's initially disheartening.

2 of my favorite builds for Oracle in P1 was Rage Prophet, and small character backpacking healing/buffing large fighter type. None of those seem to be viable with what we have so far.


Zeal's Weapon Surge Focus Spell is just more potent, I don't know why someone would opt into Call to Arms when that is an option.

Maybe if the Bonus to Initiative scaled instead of the Temp HP I might see it....


Quote:

Source Core Rulebook pg. 391

Cast Reaction verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.

Duration 1 minute

Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.

Since our primary spell casting stat isn't Wisdom would this spell give us bonus hit points based on our Charisma instead? Or is this another stat we will have to worry about?


Tusk the Half-Orc wrote:
Corla wrote:

Curses:

I'm not sure if it was a typo or not, but it says if we use the Casting a Spell action while under the effect of our Minor Curse Effect, we progress to the next stage of curse. Was this supposed to say use the Casting a Spell action for our Revelation Spell? If not this turns one of the main class mechanics into something that just feels punishing for the player rather than something they want to interweave into their gameplay.

The Oracular Curse section of the Playtest doc does say the curse effect only increases when you cast a revelation spell. Does it say something different elsewhere?

Oracular Curse (APG Playtest, p. 15) wrote:


The first time after your daily preparations that you complete the Cast a Spell activity for a revelation spell, your minor curse manifests. Once your minor curse has manifested, it remains in effect until the next time you rest for 8 hours and make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell.

It must have been updated, as it didn't originally state that. I'm glad to see they are on top of these simple clarifications ^_^


Ahh I see the only vision that gets obstructed is creatures become concealed to you. Guess I read that wrong at first glance...


My favorite thing to play in Pathfinder 1e was a Rage Prophet. With what's being shown so far for oracle... I really don't see anything like that being possible.


So if you cast a lvl 7 spell you also trigger the effect of a lvl 3, 3 action expenditure Heal Spell.


TLDR: Not really a fan yet.

Spells:

First bit of confusion. The spell table lists the standard 5/2 level 1 cantrip/1st spell per day. But in the spell description it says we start with 3 1st level spells. Not sure which is the case. The Witch class states 3 spells at lvl 1 as well but shows it in their spell table.

Curses:

I'm not sure if it was a typo or not, but it says if we use the Casting a Spell action while under the effect of our Minor Curse Effect, we progress to the next stage of curse. Was this supposed to say use the Casting a Spell action for our Revelation Spell? If not this turns one of the main class mechanics into something that just feels punishing for the player rather than something they want to interweave into their gameplay.

Mysteries:

Battle: Seems pretty balanced. Compared to the other Mysteries though, there is A LOT less detrimental effects to the Oracle herself. Although I don't see myself casting the Revelation spells. Zeal spell just seems more potent.

Flame: I don't know why anyone would take this curse. All of these terrible things just for some increased Reflex saves seems pointless. I also don't understand why you become concealed from others at the Moderate Curse level. The fires are still illusionary then, how is it effecting other's interaction with you? The Major Curse effect just isn't worth entering into. MAYBE if it were 2d6+CHA fire damage aura, and you take CHA fire damage... I could see that. Keeps the theme, but doesn't completely cripple you.

Life: This I feel has a good mix of risk/reward added to it.

Feats:

Divine Element: This would be a good feat to take... if you could see past 30 feet. I don't know anyone who would cast Fireball or Meteor Swarm with a vision range of only 30 feet.

Greater Revelation: I assume when it says "... if you have Advanced Mystery feat..." it means Advanced Revelation feat.

Paradoxical Mystery: This just doesn't seem to have the same power level as the other two feats.

Full Name

Rance

Race

Human

Gender

Male

Size

M

Age

24

About Rance!

A note to anyone who reads this profile, the characters mindset is used for humor purposes only. If used in a campaign it will be kept PG13 at worst. The intention of this characters personality is comic relief only.

---------------

Apperance and personality:

Rance has short brown hair and fair completion. He is very attractive in a boyish kind of way. He is also surprisingly charismatic when he wishes to be, though when things do not go his way he reverts into a childlike behavior that is not easily reconciled.

"All the beautiful women belong to me!"

A sadistic warrior, Rance is motivated by his sexual instincts instead of love or justice. Hes not above taking various odd jobs when money runs out, but his true goal in life is to be with all the beautiful women he lays eyes on. He'll go to any extreme to prove his "love" for a woman. Even risking his life. (As he has at the request of many women who hoped he'd die in battle.) His heroics have saved quite a number of damsels in distress. He is very uncomfortable in the face of romance from other girls that end up genuinely falling in love with him. Rance is extremely possessive and protective of women and finds rape detestable. (It only feels good if it's consensual.) Many evil men have been killed for mistakenly considering Rance's tastes were like their own.

Personal History:
Rance's parents abandoned him when he was only four. He was taken in by the village chief's elder. He was raised a fairly normal boy. When he was 8, he became lost in the woods crawling with monsters. He returned days later covered in blood. Even Rance himself has no memory of what happened in those woods.

At 13 his perverseness awakens. He became quite a pro at flipping girls' skirts.

At 14, he had his first experience with the village chief's second daughter. Later on, he made moves on the village chief's elder daughter, as well as numerous other girls in the village (8 girls). As a result, he got chased out of the village. Upon being chased out he met and tried to bed a female warrior at first sight. After getting beaten up by her, she took him under her wing. Rance then began adventuring with the female warrior, named Kairen Vasaam.

At 15, Kairen, taught him how to interact with girls though he mostly ignored these lessons. He was also trained in basic survival techniques and swordsmanship. He continued to try and bed the female warrior at every chance, but was defeated every time. He grew to respect her as a teacher and a mother figure.

At 16, the female warrior died during an adventure while saving a man named Petros Lorrimor. The man promised to repay Kairen sacrifice but to this day Rance has heard nothing. Rance is left alone again.

At 18, Rance learned of a religion that employed male prostitutes into their numbers. He traveled far and wide to find a temple of Calistria and was quickly put to work. After four years he found himself growing tired of the lack of challenge in these women. The itch to adventure stirring up in him he prayed to Calistria to lead him to a land full of beautiful women. (Still not knowing any tenants of the faith itself.)


Crunch:

Rance
CN Slyph Swashbuckler 1
Male Outside (native)
Init +4; Perception +4
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Defense
--------------------

AC 18, Touch 14, flat-footed 14 (+2 vs. non-magical ranged attacks)
HP 11 (1d10+1)
Fort +1, Reflex +6, Will +0
Resist Electrictiy 5
--------------------
Offense
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speed 30 ft.
Melee Rapier +6 (1d8+4)
--------------------
Statistics
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Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Languages Auran, Aquan, Common
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Feats
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Weapon Finess (rapier only)
Weapon Focus (rapier)
Fencing Grace
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Traits and Drawbacks
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Barroom Talespinner - +1 Diplomacy checks and Perform (act). Also 1/week can make a DC 15 Knowledge (local) check to see if I know a legendary pirate tale. The telling of which grants a +1 trait bonus to influence NPCs on the Wormwood.

Calistrian Prostitute - +1 Diplomacy and Sense motives

Armor Expert – reduce armor check penalty by 1 to a minimum of 0.
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Skills
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Acrobatics +8
Bluff +7
Climb +0
Diplomacy +8
Escape Artist +8
Intimidate +3
Knowledge (local) +5
Perception +4
Perform (act) +8
Sense Motives +4
Stealth +4
Swim +0
--------------------
Gear
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Rapier
Masterwork Chain Shirt
Belt Pouch
29 gp
--------------------
Special Abilities
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Feather fall 1/day
Darkvision 60 ft.
Breeze-Kissed A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bullrush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability.

Panche 4/day Regain 1 panche from a critical hit from a rapier.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack rollis made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.