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Are you able to upgrade the phylactery to make it do an ADDITIONAL 2d6 (totaling 4d6)?


I am bored to tears with my character because all of my damage output is terrible. All I can do is heal and even then, my rolls are often crap-tastic. I've been reading other threads and the Oracle guide on how to beef up the character and the Summon Monster III was definitely a perk. One of the players in the group who knows oracles very well suggests I go Searing Ray instead of SM 3. I just don't know. The google doc also mentioned the combo of Life Link and Energy Body as being great, but I am still unsure what this means. Does all of the damage one person take get transferred to the oracle? If so, I would be afraid I'd get one shotted! Lol.

My statblock is:

Male the mysterious ones oracle 7 (Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 shield)
hp 50 (7d8+17)
Fort +5, Ref +5, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee +1 morningstar +8 (1d8+3)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 18, 4d6+1)
Oracle Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—cure serious wounds, neutralize poison, prayer, summon monster III
. . 2nd (7/day)—cure moderate wounds, grace[APG], hold person (DC 17), instrument of agony[UC], lesser restoration
. . 1st (8/day)—bane (DC 16), bless, cure light wounds, detect undead, murderous command[UM] (DC 16), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 15), read magic
. . Mystery Life
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Extra Channel, Extra Revelation[APG], Reach Spell[APG], Selective Channeling
Traits blessed touch, friend in every town, touched by the sea
Skills Acrobatics +2 (-2 to jump), Climb +3, Craft (ships) +7, Diplomacy +16, Heal +7, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +8, Knowledge (religion) +11, Linguistics +2, Perception +9, Profession (sailor) +7, Sense Motive +6, Spellcraft +7, Swim +13
Languages Aquan, Chelaxian, Common, Dwarven
SQ interaction bonus, mark of slavery, oracle's curse (legalistic), revelations (energy body, life link, channel, safe curing), vow to self
Combat Gear potion of water breathing, wand of cure light wounds (21 charges); Other Gear +1 chain shirt, buccaneer's breastplate, mwk buckler, +1 morningstar, light crossbow, amulet of natural armor +1, besmara's tricorne, cloak of resistance +1, headband of alluring charisma +2, helm of underwater action, ring of the iron skull, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), masterwork backpack, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 2,128 gp
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Special Abilities
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Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Buccaneer's breastplate Continuous water walk and float to surface if donned underwater.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+7, 7 rounds/day) (Su) Elemental subtype and deal 1d6+7 to undead who touch you or heal 1d6+7 to allies who enter your square.
Helm of underwater action Sees 5x farther underwater, and breathable air.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (7 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Oracle/Oracle Channel Positive Energy 4d6+1 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Swimming (30 feet) You have a Swim speed.
Touched by the Sea Underwater attack penalties are lessened by 1.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

We just leveled to 7 so I put all of my skill points to where I think they belong. But, I am open to any suggestions. Pleaaaaase. I'm almost to the point of just wanting my character to die off to start something different, but I am the only healer in the group.