Female Human Oracle/3
Goblins are no threat at all to uGo's armour class, even if they gang up flank and assist each other she will be able to wade through them and provide a flanking bonus for Boghu. rerolls will still be on the table for each monster and channel/heals are still available as normal. if the fight looks tough she will use either bless or divine favour, if its an easy fight just wade in and tank/dps using healing when neccessary. uGo's heal skill will get used for treat deadly wounds so we can conserve spells again. I don't think the druid and his pet are much of a threat, i would probably not bother casting spells at either of them until we had them pinned down. Since the druid can quite simply escape through the hedges if required there is no point in wasting spells and uGo would be careful about saving spells for healing if Boghu or anyone else needs it. uGo is also not above using the goblins animal companion as bait if required to force the druid into direct confrontaion. The traps hold no worries since we have Salis and a reroll if needed however without an alternate way into the stockade the DC20 climb check will prove problematic, as we have had a day to prepare and we know we will be attacking a fort i would normally solve this issue with pre planning and getting the wizard to cast spider climb on me via a scroll i purchased for him, or use a potion if the 75% chance for the scroll failed. If we are planning a stealthy entry uGo will also need a vanish or invisibility from one of our arcane breathen. Once again in the fort even 12 goblins prove no real challenge to uGo and will be swiftly dealt with via divine favour, power attack and flanking. Since Boghu is much more mobile i think we will get into the habit of uGo moving up and Boghu moving around the side as we have had 3 levels of play together and by now will work like a well oiled team. At the Warchief boss fight tactics as normal, punk him with rerolls on save or suck spells, prefered kill order is Warchanter > Mount > Rangers > Boss but if we can't get to the warchanter take down the mount first and SoS the boss into oblivion, selective channelling is important here and the party need to avoid spreading their damage to lots of targets. The boss will eat an ill omen for his first set of saves and the reroll will be saved for crit negation until we have less foes to worry about. Resources consumed: 1 scroll spider climb.
Female Human Oracle/3
I've levelled up uGo, is now a healing tank with 30 hp, heavy armour prof and hopefully picking up full plate to bring her AC up higher. has picked up healing hands to boost her heal skill and save the party cash with treat deadly wounds and divine favour to boost her damage and to hit in fights. When we've sorted treasure i'll update her equipment and then i'll post in the gameplay for the next encounter but i think it will be very similar tactics to the other encounters.
Female Human Oracle/3
Salis Clement wrote: What's the light level in the dungeon we are in? My caster level goes up by 1 in dim light or darkness. I will be torch bearer by casting light on the head of my morningstar and will be at least 20 feet behind you anyway, assume there are no additional light sources then you will nearly always be in dim light at the start of an encounter but you will lose that caster level as i move up to support Boghu. You might get away with skirting the edges of encounter area's to stay in dim light 25+ feet away from uGo but avoiding your healer might also prove problematic as i wouldn't be able to move to you and heal you with a spell in one round, however you would still be getting channels.
Female Human Oracle/3
this is a pretty standard day for the oracle, other than being a bit more frugal with spells i don't see much difference in tactics. the first few encounters are pretty standard, heal/flank/kill encounters using rerolls as normal. vs the goblin mutant just damage prevention and support as normal, keep the monk up and laugh if the wizard pulls off a true strike bull rush (using a reroll if need be) if anyone calls out a SoS (stunning fist/colour spray etc) we would be able to hold actions to drop some ill omen first to make the save more likely to fail. vs the tiny annoying thing that can't really threaten the party while the oracle is alive and that can't really do anything about the oracle i would just do my best to support the party and get it over with, i think once the monk has it pinned down its a case of getting enlarged and two handing that morning star to beat its face in. its damage is so pitiful that it is never going to challenge a life oracles ability to heal and even with its summons lasting for 6 rounds summon i and ii are just not good enough to be threatening, easily handled by the wizard/monk/oracle or even the sorcerer fighting defensively for a few rounds and getting channel healed, the only threat is its nauseate attack which if the save was low would get rerolled so fast the die wouldn't really stop moving. all in all the oracle is as solid as ever, the only challenge in the day is really the last encounter and that is more about the fact that between dr5 and fh2 with invisibility and flying the bugger is going to be a long boring kill rather than it being a threat of anyone dying. once again if you read my commentary in the discussion thread i think the last encounter is poorly written and somewhat boring for any well prepared group as its not much of a threat per say just a long drawn out kill.
Female Human Oracle/3
Not great at stealth but can use the reroll ability if i fluff. Combat is the same again but with slightly higher numbers, bless > flank > heal as necessary, i think you can guess the oracle tactics by now. with the addition of a new spell ill omen she may find use for this against major NPC's in order to give them a higher chance of failing a save or missing with an attack. I think with preperation the stealthy portions of the encounter shouldn't be too difficult, even if we need to climb to the roof, but it does not play to uGo's strengths.
Female Human Oracle/3
The Oracle with No Name: social: high charisma and diplomacy, with +8 diplomacy any social interaction should be a breeze, see rerolls for clutch rolls. rerolls: everyone (friend and foe) gets one forced reroll per day, usable as an immediate action by the oracle, for friends it will be clutch saves or skill checks. for foes it will depend on their relative strength, if they are mooks it will just be on sucessful hit rolls, if major foes it will be on clutch saves (SoS spells etc). casting: bless and cause fear on an as needed basis, prefers to save slots for clw incase and swing with melee if possible. with traits concentration check is +7 so passes about half the time if forced to cast defensively but will attempt to 5 foot step and use other characters as cover to avoid AoO's if required. has loads of orisions, always uses guidance on any PC about to make a skill check (POKE!), stabilise at will just incase anyone drops to negative hp, mending/create water are imo must haves. mage hand from haunted curse gives the ability to retrieve items from a distance and ghost sound can be used to great effect imitating dogs. combat: as mentioned prefers to use the morningstar rather than waste daily resources so will flank with Boghu and use spells as required. +2 to hit and d8+2 damage with the morningstar, a high AC (17) decent hp (11) and good saves (+2/+1/+2) make a decent frontliner. due to the tongues curse which does not advance the oracle can only ever speak and understand celestial in combat so any instructions must be simple (flank, i'm hurt...) or spoke in that language. wave 1: just flank and kill, drop a channel or a clw if needed. if we know there will be a second wave use bless straight away, if not use bless in wave 2 as 3 goblins is not exactly a challenge. wave 2: cast bless, move to flank goblins, will use reroll on monks stunning fist attack vs the bard if he misses or on the bards save if he passes, channel and clw as required. wave 3: bless should still be up, cast cause fear on goblin dog (reroll if needed) to take it and the ranger out of the fight, flank goblins, channel and clw as required. teamwork factors: rerolls will be for people who fail saves or skill checks, if its coming to the end of the fight and we have to put down the major npc any remaining rerolls will be used on to hit rolls. if someone has a better SoS than cause fear (like an aoe that will hit both dog and rider) will force rerolls on passes. the oracle will move and accept AoO's so low ac arcanists can avoid attacks from goblins if required. if someone in the party is aware of the goblins fear of dogs and can communicate it to the oracle (in celestial in combat, lol), the oracle can use ghost sound to make a sound like a big dog coming close to scare goblins away. healing: healing skill +4, not great but can still treat deadly wounds and provide care overnight to save on resources. analysis: the oracle provides our monk with a steady +3 to hit via bless and flanking and also has +5 to hit itself when flanking and blessed, the rerolls can turn clutch fights into simple matters by forcing rerolls on save or suck spells (eg. vs dog and rider a colour spray dc15 might have 1 pass and 1 fail which the reroll can turn into 2 fails, or vs the bard stunning fist = dead), the monk and other party members should have no fear of taking minor damage from the weak goblins as channels will cover most of the damage and CLW will pick up any focused damage from the major npc's (ranger or bard). i suspect in this encounter the oracle would probably use 1 bless, 1-2 clw and 0-1 cause fear as well as 3-4 channels, this would mean that the oracle could probably go for another encounter before resting or would be easily able to perform if attacked overnight as it has only used about 50% of its daily resources.
Female Human Oracle/3
Boghu Khalee wrote:
looks like a good build, could you post a stat block spoiler in your description since your link doesn't seem, to work. be nice to know his AC/hp/saves etc without having to stat them myself :p any reason for javlins insted of shuriken? you can't flurry javlins can you?
Sylvanite wrote:
this is my oracle build, if there are any incorrect parts let me know and i'll fix them, i only took 1 trait since i didn't know what to do about that but its for a built in divine focus anyway so no biggy. assume the other trait is the one that gives +2 on concentration checks if i need 2.
Female Human Oracle/3
Since the first encounter is waves i will be saving my spells for healing incase we need it. lets work out what everyone is doing, i believe our monk tank was planning on getting all up in the goblins face so i can flank for him, however i am not sure on the capabilities of our other two party members so before we commit to anything solid i would like to see builds. if we have another melee character to flank with the monk i would be doing different things compared to me being his only flanking buddy, if there are a lot of SoS spells flying about my rerolls will be better spent on those and i can just swing away with my morningstar. my build is in my profile but just to break it down for you, moderate melee ability, poor ranged ability, high ac, high hp, lots of healing, provides/forces rerolls, has bless and fear to cast when needed, lots of 0th level spells, good diplomacy score.
this is egoish, level one oracle. i do not have to rotrl books so i cannot post exactly what i would do unless you actually run the combats, however i can post the abilities the oracle has and how i would use them. healing: healing skill +4, would be using that to treat deadly wounds after fights to save on spell usage, cure light wounds up to 5/day and stabilise at will, channel energy 8/day with selective channeling. spellcasting: bless or cause fear up to 5/day. bless if the party is outnumbered or cause fear to take someone out of the fight if there are 3-4 monsters, don't waste spells on easy encounters. social: +9 skill check so easily likable, only speaks and understand celestial in combat so will not respond to instructions unless they are obvious or done with hand gestures (not exactly important for the test but a funny RP opportunity), see rerolls for clutch checks. knowledge: pretty much useless but will still make rolls on the off chance of beating the dc, see rerolls for clutch skill checks. combat: +2 to hit and d8+2 damage with the morning star if needed, high ac of 17 so can tank if needed. decent saves other than reflex and high hp. will wade into combat if there is no need to cast spells or heal, favours swinging to wasting daily uses of limited abilities. rerolls: every single creature that the oracle meets gets one reroll per day that the oracle gets to pick. for her party mates she uses this for clutch saves or skill checks, she will use it on the first sucessful hit for minor opponents or on critical threats/passed clutch saves for major opponents. if there is what seems to be a major opponent in a fight will on the first round cause fear and force a reroll if needed. only usable once per round as an immediate action so if there is a major npc in a fight that has not been targetted then likely to save it to target them rather than target a minor npc. |