
Malovec |

If that's what you mean I've told my players I will treat things like that Like I do summon spells. YOU NEED to be locked and loaded on your turn, pre-rolling, knowing what you want to do. We use roll 20 so macros are a blessing. If they don't do this, they can expect some retribution if it continues and they slow down games.
As a player once I had a green bound planar druid summoner and I always had all my rolls pre-rolled laid on the table and my turns rarely took longer than 1 minute.

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carborundum wrote:I'm not sure I follow. You mean with command undead and animate dead?
How do you handle the necromancer controlling undead?
Ours didn't even bother. Just invested in onyx, raised as many as he could, and left. When I brought up that the undead would run free if he wasn't there to control them, everyone just looked at me, laughed, and said "And?" They were not stealthy. They put the entire country on high alert almost immediately. They did everything possible to hunt for onyx. They cornered the market once they got to Farholde using the black market. It was ridiculous.

JohnHawkins |

The undead are almost totally useless. I had a player try necromancy except for Dinosaurs and dragons undead had no signifigant combat capability against the level appropriate opponents and it is hard to keep dragon and dinosaur zombies with you.
They are stylish and nothing says evil overlord like riding the son of a great wyrm silver dragon into battle against her.
The only real use they found was that in book 2 if you attached bells to them when heroes broke into the mountain and killed them it made a lot of noise and alerted the pc's

The Mad Comrade |

Animated dead are roughly on par with summoned monsters in combat effectiveness depending on their racial HD and surviving templates. They have their uses, but undead mini-onions don't become generally viable until you have high CL access to create undead. Mummified dragons are much more formidable!

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Sorry - RL monster!
What I meant about the undead was more - how strict are you about commands? I've a Dread Necromancer (we're running 3.75) and his improved undead (basically Augment Summon type bonuses on his undead) are tough. In the Horn he'd filled the ground floor with skellies who had two standing orders - to pull a string if they saw anyone not wearing a prominent symbol of Asmodeus, and to defend themselves if attacked. The second seemed fairly superfluous but was the start of a slippery slope. If he could, he'd program the undead with a few simple IF...THEN loops!
I pulled it back to explicit spoken commands in combat, audible and of ten words or less, which helps. We were also mistakenly letting the zombies have full attacks on a partial charge if the base creature had Pounce, but that's also off the table now. Thanks goodness - it was brutal! (Totally my fault for not reading it properly though.)
I'm still not sure if he can order big zombies to grapple, or if they can only slam. I think grapple should be okay - how about you folks?

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As to the story - they'd defeated the Leonal in a very mobile, dynamic and fun combat. She made good use of walls of force to keep the party separated from each other and the hostages, and her aura saved her bacon a few times! Once the cleric tried to create a shadow bridge over a wall of force, so they could close on her. Unfortunately he wanted the end point within twenty foot of her so it failed completely. Bwahahaha! It saved her from a few vmpiric touches, which was critical!
So, they finally defeated her and her invisible pet giant jaguar, and inspected the gateway. The cleric and rogue went through, telling the rest to send through hostages.
The portal then sent the evil dudes to one destination and good folks to another. Unfortunately, the rest of the party started arguing about who would go next, and waiting for 75 hostages to step through, while the first two encountered a (Lawful Neutral and well-cared for) Belhannoth :-D
The antimagic grapple was hilarious, as both were used to escaping grapples with dimension hopping boots! Hitpoints were in the negative numbers before assistance arrived, in the form of the dominated archer and the vampire Hexblade. The players were baffled as to the location of the hostages (or spell components, as the cleric called them) and found it hilarious that the archer was with the evil guys.
What had happened was - I'd forgotten his alignment, and didn't want to deprive them of the Oathbow so arbitrarily. The players immediately justified everything and accepted the whole situation without question as they'd invented their own rationale! The archer had killed the phoenix, you see, so he was TAINTED. I had him look suitably worried, and again hilarity ensued.
So, with the Belhannoth defeated they found some loot - armour and weapons marked with Asmodean symbols. This was definitely the evil landing platform! The blink dogs were surprisingy tough after I made them Celestial. Eight or nine persistent Smite Evils is serious mojo!
Next encounter was the Kirin. The party stayed well out of sight and sent the rogue forward to chat. He had undetectable alignment. His answers about the trouble outside were sufficiently off to keep the Kirin on edge. They told him to stay at the edge of the grass and continue on their way, and to leave them alone. By this time, four or five My Little Ponies had arrived on the board - they were perfect 10x10 Large creatures!
The rest of the party were OBVIOUSLY evil, and when they refused to turn around five readied ponies raced forward and breathed fire. They then gained initiative and dished out five telepathically coordinated lightning bolts in short order, followed by flying out of range. 55d6 is serious business when you've decided to cast mass resist acid and the party fled!
We'll continue next week, where a Labyrinth Minotaur with the Inevitable subtype has found their camp after their rest. (I'm not a complete monster!)

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For a My Little Pony pic, see this enworld thread LINK as I can't post pics here. The thread is required reading for all WOTW DM's by the way.

Gibblewret_Tosscobble |

Thanks for the updates! The necromancer in question, said he isn't interested in summoning hordes. He only cares about becoming a lich. I envy you getting to use a physical table. I got no room to we all sit around my movie room playing on my 60 inch tv on roll 20.
I wanted to update a little here :)
My Updated Encounter for the last chamber of the Garden of Serenity
I imagine there will be a surprise round as the group will be coming in with their eyes closed and walking with a candle.
I want Sambethe to be a bit more dynamic. I never liked that she would DARE try and fight with a longsword, that's just asking for death.
At least in my party with 7 players. So here she is.
Sambethe, the Oracle of Mitra CR 14
XP 38,400
Female aasimar oracle 14
NG Medium outsider (native)
Init +1; Senses darkvision 60ft.; Perception +3
DEFENSE
AC 25, touch 11, flat-footed 24 (+9 armor, +1 Dex, +5 shield)
hp 102 (14d8+56)
Fort +6, Ref +5, Will +10
Immune fatigue; Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 20 ft.
Melee none
Special Attacks channel positive energy 14/day (DC 21, 7d6)
Spell-Like Abilities (CL 14th; concentration +18)
1/day—daylight
Oracle Spells Known (CL 14th; concentration +18)
7th (3/day)—, Archon's Trumpet (DC 21) X2, mass cure serious wounds, Summon Monster 7 (5x Bralani Azata)
6th (5/day)—greater dispel magic x1, heal x2, Mass cure moderate Wounds
5th (6/day)—breath of life x2, cleanse, flame strike (DC 19), mass cure light wounds, righteous might,
4th (7/day)—cure critical wounds x2, divine power, freedom of movement, holy smite (DC 18), restoration , tongues
3rd (7/day)—cure serious wounds x2, dispel magic, magic circle against evil, neutralize poison, remove curse, remove disease
2nd (7/day)—consecrate, cure moderate wounds x2, Watchful Eye, remove paralysis, silence (DC 16), spear of purity (DC 16), status
1st (7/day)—bless, comprehend languages, cure light wounds, detect evil, detect undead, protection from evil, sanctuary x2 (DC 15)
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery Life
TACTICS
Before Combat The oracle can sense the villains approaching and casts sanctuary and magic circle against evil on herself. During Combat Sambe the does all she can to support the Master and to keep him combatant. She heals his wounds, dispels magical effects that afflict him and restores his strength. If there is ever a round where he needs no healing then she uses flame strike to damage his enemies.
If however finally the Master falls, she casts righteous might upon herself and joins the fight personally. She uses her healing spells upon herself to keep her in the battle. She uses holy word to gain advantage against her foes and she presses the attack. She uses her every spell with wanton abandon. The time for half measures is over. Morale The Oracle of Mitra fights to the death to defend the sa-
cred flame.
STATISTICS
Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 24
Base Atk +10/+5; CMB +13; CMD 24
Feats, Greater Spell
Penetration, Extra Channel , Spell Penetration, Extra Channel, Channeled Revival, Extra Channel
Skills Diplomacy +23, Heal +18, Knowledge (planes) +19, Knowledge (religion) +19, Sense Motive +18, Spellcraft +19; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Dwarven, Elven
SQ oracle’s curse (lame), revelations (channel, enhanced cures,
safe curing, spirit boost)
Gear +1 Mithril Chain Chirt, healer’s kit, +1 heavy Shield, holy symbol, Circlet of Charisma +6
Surprise - Round She will use an Archon's Trumpet.
round 1: summon monster 7, prerolled and got 5x azata bralili they will put up a windwall for her and then rain down arrows or heal the Master
round 2: Sanctuary
Round 3: Watchful Eye
Then continue to heal, blast channeled energy, and be ready to breath of life him.
The Master of Serenity, head of the Serene Order CR 13
XP 25,600
Male human monk 14
LG Medium humanoid
Init +8; Senses Perception +19
DEFENSE
AC 27, touch 24, flat-footed 15 (+4 Dex, +1 dodge, +4 monk, +5 Wis,
+3 natural)
hp 147 (14d8+84)
Fort +13, Ref +13, Will +11; +2 vs. enchantment
Defensive Abilities improved evasion; Immune disease, poison;
SR 24
Things this guy can do:
When the wearer spends ki to make an additional attack, he can spend 1 additional point of ki to use the Stunning Fist feat with the attack, even if he has already used the feat that round.
OFFENSE
Speed 70 ft.
Melee unarmed strike +15/+10 (2d6+2/19-20) or unarmed strike
flurry of blows +18/+18/+13/+13/+8 (2d6+2/19-20)
Ranged sling +14 (1d4+2)
Special Attacks flurry of blows, stunning fist (15/day, fatigued,
sickened, staggered)
TACTICS
During Combat The Master’s primary purpose is to defend the
Oracle of Mitra and to avenge this violation of the sacred Vale.
He uses his mobility to attack spellcasters (with high jump he
likely can attack even flying spellcasters) first.
Morale As the head of the Serene Order he has dedicated his life to
the service of Mitra and the defense of the Vale.
STATISTICS
Str 14, Dex 18, Con 18, Int 8, Wis 14, Cha 10
Base Atk +10/+5; CMB +14 (+18 to bull rush, disarm, grapple, trip); CMD 36
(38 vs. disarm, grapple, trip)
Feats Agile Maneuvers, Combat Reflexes, Dodge, Improved Criti-
cal (unarmed strike), Improved Disarm, Improved Grapple,
Improved Initiative, Improved Trip, Improved Unarmed Strike,
Mobility, Spring Attack, Stunning Fist, Toughness, Weapon Fi-
nesse, Weapon Focus (unarmed strike)
Skills Acrobatics +21 (+35 jump), Climb +19, Intimidate +17, Per-
ception +19
Languages Common
SQ abundant step, fast movement, high jump, ki pool (9 points,
lawful, magic) maneuver training, slow fall 70 ft., wholeness
body
Combat Gear bullets (10)
Other Gear sling, amulet of natural armor +3, Monk's Robe, Hand Wraps of Blinding Ki, Ring of Adept Maneuvers,
His tactics will pretty much be the same but he will his surprise round to Stunning Fist who every is in the lead and start bringing the pain.

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Nice! I love what you've fine with the Oracle, and I will definitely use your spell choices. There was another Master in this thread with a Flowing Monk, all reposition and AoO, which was really cool and monk-y. Have you seen it?
For my own party - scary dread necromancer and a vampire - I'll also need some immunity to fear and level drain too, though I don't want to spoil their best tricks too often.

The Mad Comrade |

Nice! I love what you've fine with the Oracle, and I will definitely use your spell choices. There was another Master in this thread with a Flowing Monk, all reposition and AoO, which was really cool and monk-y. Have you seen it?
For my own party - scary dread necromancer and a vampire - I'll also need some immunity to fear and level drain too, though I don't want to spoil their best tricks too often.
death ward from the Oracle is a good start. I'd probably equip him with a scarab of protection with enough charges to shrug off the bad guys' (PCs) nastiness for 2 full rounds.
Flowing Monk + full Snake Style plus Greater Trip and Vicious Stomp is especially efficacious in dealing with bad guys when one is often outnumbered. The stat blocks above seem rather ... lackluster ... for a CR 14.

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John Hawkins' version of the Master was pretty rough I thought - with Pummeling Style and a flurry of 7 attacks for 2d10+10+2d6 vs evil that went +26/+26/+21/+21/+16/+16/+11. That would rip even my vampire PC a new one!
I'm currently planning to use Gustavo Iglesias' version - Flowing Monk with Crane Style. He can do the whole Morpheus "beckoning" thing, with one hand behind his back, full defence, and then turn the attacker round, flip him on his ass and whack him while he's down. I added Vicious Stomp of course :-)
What's Snake Style then? Off I go to read up on Monks some more (we still play 3.5 with a few PF bits and bobs).
As for the lackluster...if you're bored I'd love to see what you come up with. My guys are currently busy with a LN Labyrinth Minotaur that I gave the Inevitable subtype. Is it alive? Is it a construct? Is that spell resistance or immunity? They don't know and it's freaking them out! Plus it hits HARD and as I also let it ignore cover within a maze (Hallo? Minotaur?) it's spoiling their sneakiness too. Fun!
Anyhoo, if you have time consider the gauntlet thrown down :D

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They'll probably encounter the Oracle and Master, drop a cloudkill and send in the vampire and dread ghoul.
BTW - @kevin_video you mentioned the Raptured and Sanctified templates in your blog (LINK) but I can't find them anywhere. Were they in Pathways maybe?

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They'll probably encounter the Oracle and Master, drop a cloudkill and send in the vampire and dread ghoul.
BTW - @kevin_video you mentioned the Raptured and Sanctified templates in your blog (LINK) but I can't find them anywhere. Were they in Pathways maybe?
Raptured is. I mentioned it in brackets that it’s in issue 21. Sanctified is in Book of Exalted Deeds 3.5, or you can find it listed on Chet’s D&D Index page. Should still be online. Doubt Wizards will go after it after all these years. A lot of 3.5 templates I mentioned are from there.

The Mad Comrade |

Sorry - RL monster!
What I meant about the undead was more - how strict are you about commands? I've a Dread Necromancer (we're running 3.75) and his improved undead (basically Augment Summon type bonuses on his undead) are tough. In the Horn he'd filled the ground floor with skellies who had two standing orders - to pull a string if they saw anyone not wearing a prominent symbol of Asmodeus, and to defend themselves if attacked. The second seemed fairly superfluous but was the start of a slippery slope. If he could, he'd program the undead with a few simple IF...THEN loops!
I pulled it back to explicit spoken commands in combat, audible and of ten words or less, which helps. We were also mistakenly letting the zombies have full attacks on a partial charge if the base creature had Pounce, but that's also off the table now. Thanks goodness - it was brutal! (Totally my fault for not reading it properly though.)
I'm still not sure if he can order big zombies to grapple, or if they can only slam. I think grapple should be okay - how about you folks?
If they're brain-eating zombies, sure. Normal shamblers probably just pummel until the target falls over and stops moving before shambling over to the closest target and pummeling that.

The Mad Comrade |
1 person marked this as a favorite. |

John Hawkins' version of the Master was pretty rough I thought - with Pummeling Style and a flurry of 7 attacks for 2d10+10+2d6 vs evil that went +26/+26/+21/+21/+16/+16/+11. That would rip even my vampire PC a new one!
I'm currently planning to use Gustavo Iglesias' version - Flowing Monk with Crane Style. He can do the whole Morpheus "beckoning" thing, with one hand behind his back, full defence, and then turn the attacker round, flip him on his ass and whack him while he's down. I added Vicious Stomp of course :-)
What's Snake Style then? Off I go to read up on Monks some more (we still play 3.5 with a few PF bits and bobs).
As for the lackluster...if you're bored I'd love to see what you come up with. My guys are currently busy with a LN Labyrinth Minotaur that I gave the Inevitable subtype. Is it alive? Is it a construct? Is that spell resistance or immunity? They don't know and it's freaking them out! Plus it hits HARD and as I also let it ignore cover within a maze (Hallo? Minotaur?) it's spoiling their sneakiness too. Fun!
Anyhoo, if you have time consider the gauntlet thrown down :D
Dunno about 3.5, but PF Crane Style was (wisely) nerfed.
Snake Style/Sidewind/Fang are a nice combination.
Your unarmed strikes can deal either B or P damage. +2 bonus to Sense Motive - which stacks with Alertness,Skill Focus and Uncanny Alertness as normal. Monks get Sense Motive as a class skill. And use WIS a lot.
Where Snake Style etc come into their own in combination with Flowing Monk and Greater Trip/Vicious Stomp is what can happen when the enemy whiffs. If you're really mean figure out a way to give the monk constant deflection as a renewable (Sp) - perhaps via Qi Gong Monk.
Provoke an AoO via miss? Good. Trip can be done in place of an attack, so get missed, AoO to trip, trip = provoked AoO from monk via Greater Trip, become prone while adjacent = different provoked AoO from monk via Vicious Stomp.
Snake Style lets you swap a Sense Motive check for your AC as an immediate action. Some other stuff I can't remember since I don't generally find the other stuff particularly useful most of the time.
You can do some other stuff too - such as using Sense Motive to confirm a critical hit which is especially useful when one acquires the Tripping Strike feat (that uses the confirmation check as your CMB to trip).
So the vampire swings and whiffs once to get tripped and eat two knuckle sammiches - one or both of which are at a +4 bonus against a prone target. Now said vampire is prone adjacent to a foe that has yet to take his turn... and may well have Quick Draw and a wooden stake available.
The 3.5 Vow of Poverty might be a viable consideration at this CR as well. *grin*

The Mad Comrade |
1 person marked this as a favorite. |

Anyhoo, if you have time consider the gauntlet thrown down :D
Challenge accepted re: Master of Serenity. I use a google docs autofill sheet for Pathfinder. Zoom and widen columns as necessary to view everything.
Note that it is possible to retool the oracle's spells list to slather on a LOT more buffs that can then be encoded onto the sheet with a minimum of fuss and bother. This is a CR 14 version, you'll have to manually remove the advanced simple template if you MUST have a CR 13 version.
For home table use I would tweak this one a bit further, but for most tables this should suffice to put the fear of the angels back into many groups of villains.

The Mad Comrade |

Holy Schmoley, Batman!
That's brutal! And a nice sheet :-)
How are you doing the Exalted thing? I'm not familiar with it, but it seems to be bringing the SLAs!!!
The original Vow of Poverty via the 3.5 Book of Exalted Deeds. Aasimar have access to a bunch of celestially-themed feats, so I went with those instead of the generally-pretty-lame Exalted feats.
A flowing monk wielding solar beams (searing light and sunbeam) is a Hell of a lot of fun to use against the Forces of Evil. 6/day gives him some actual hitting power at range, which (since he lacks the traditional monk's enhanced speed) is both necessary and seems to fit the theme of the area.
I'd highly recommend retooling the Oracle though. She lacks as-written an awful lot of buff and defense spells, being a bit too focused on healing and status removal to the point of imbalance. She lacks anti-life shell, which is a Must Have, let alone a few of the assorted low and mid-level spells that can make her and his lives much easier and prolonged. shield of faith, for example ...
The wonderful thing about that sheet is that you can add more lines to it to toggle the various spells from the oracle on the Master with only a smidge of effort. Haven't figured out how to add more attack lines without jacking it up, but all in all it is a nice sheet.
Depending on how her feats were to shake out, I'd pick up the full 5 Heavenly Radiance feats for her, too. *grins*
RE: the sheet, there is (on the main page) an autospell sheet, an equipment sheet and a party loot/GM cheat sheet too. Using them in tandem - once you set them up - makes dealing with the minutae of modern Pathfinder adventuring a much simpler task.

Gibblewret_Tosscobble |

All right folks I have an interesting change my player who is The Inquisitor had asked me if he could change his character to be a level 9 Gunslinger level 2 Inquisitor based around the luck domain no I have no problem with this I allow guns but the thing I don't quite know how to do is make encounters factor in that guns will be used when dealing with Outsiders of good nature in this campaign and I've already thought of a couple ways with the storm Giant he can probably control the weather and give the Gunslinger a little bit of a challenge that way and I know windwall doesn't stop by Gunslinger but it does provide a 30% Miss chance
he's using one revolver and one rifle

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@Mad Comrade - yikes! The Heavenly Radiance feats are new to me too :-)
Sunbeam could be pretty rough for the two undead characters - and then from two directions! I can really visualise the flowing monk doing big aikido circles with his arms, then a Streetfighter sunbeam :D
We'll see tonight if they get that far, and how many cans of whoop-ass I open. I'm slightly apprehensive about sending in the storm giant and rocs when the Necromancer's first question will be, "How many hit dice is that corpse?"
He's currently flopping about above the group in the Labyrinth, seated on a zombie griffon!

WagnerSika |

@Gibblewret_Tosscobble
About Sambathe V2, she does not have Selective channeling and has taken extra channel 3 times giving her 14 channels. I doubt that she will live to use all of those when she also has a load of cure mass spells. I would drop at least one extra channel for selective channeling. And possibly Quick channel so she can heal more in a single round.

The Mad Comrade |

@Mad Comrade - yikes! The Heavenly Radiance feats are new to me too :-)
Sunbeam could be pretty rough for the two undead characters - and then from two directions! I can really visualise the flowing monk doing big aikido circles with his arms, then a Streetfighter sunbeam :DWe'll see tonight if they get that far, and how many cans of whoop-ass I open. I'm slightly apprehensive about sending in the storm giant and rocs when the Necromancer's first question will be, "How many hit dice is that corpse?"
He's currently flopping about above the group in the Labyrinth, seated on a zombie griffon!
Any worthwhile Necromancer always asks that question.
A professional necromancer has a general idea of how many racial hit dice a corpse of a given size generally has. ;)
The Master of Serenity seems like he'd be fun to run as the GM. As you mentioned upthread, a mix of Ip Man and Morpheus. *grin*

The Mad Comrade |

It does seem odd that Extra Channeling lacks that clause when many other 'Extra X' has it.
*shrugs*
Since my groups run "channeled energy heals/harms as per its type", we don't notice it so much.
WagnerSika, I suggest Quick Channel if your Oracle is going to focus on Channeling. If you're going to really focus on it, retool her gear to PC-grade (which should make her a CR 14 or 15 if I recall). Ravingdork has a very capable channeling Life Oracle. Note that you really want the spiritualist archetype to requisition a second source of channel positive energy to get the most bang for your buck. Something around 24 - 30 channels/day when all is said and done ... and they can be burned through in 10 rounds via Quick Channel.
Heck, if I were to fully Turinize her, I'd seriously consider a level dip into Cleric to snag the Glory and Healing domains for their extra-nasty-to-Evil-PCs (especially Undead Evil PCs) domain abilities ... or perhaps repeat the Vow of Poverty that I did with the Master of Serenity with her as well and use Exalted feats to scoop up the pertinent domain abilities as such.
Oracles are not so well optimized for melee. I'd give serious consideration to cherry picking a suitable CR 6 or 7 Good-aligned outsider (6 w/ advanced = 7 or 7) that doesn't count as a 'caster', then applying 14 levels of Life Oracle with the appropriate archetype for maximum channel positive energy carnage.

The Mad Comrade |

Phillip Gastone wrote:Do the cleric abilities stack with Life oracle channeling?No, they’re separate.
It's been a while and errata have happened since the last time I worked up such a character. Archetype'd Life Oracle is the way to go. The cleric's pool of channeled energy is puny (1d6), the benefit of the Glory domain says 'when you channel positive energy to harm undead', so it should work with all of the character's channeled energies to obliterate the undead. Similarly, the Sun domain's benefits should apply regardless of source as the wording is 'whenever you channel positive energy to harm the undead'.
Combine with the various channel energy improving magic items, even the measly 1d6 channel of the single cleric level perks up to 3d6+3 or more.

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It's been a while and errata have happened since the last time I worked up such a character. Archetype'd Life Oracle is the way to go. The cleric's pool of channeled energy is puny (1d6), the benefit of the Glory domain says 'when you channel positive energy to harm undead', so it should work with all of the character's channeled energies to obliterate the undead. Similarly, the Sun domain's benefits should apply regardless of source as the wording is 'whenever you channel positive energy to harm the undead'.
Combine with the various channel energy improving magic items, even the measly 1d6 channel of the single cleric level perks up to 3d6+3 or more.
That'll be a GM discussion. RAW, I see where you're coming from. RAI, it's only meant for the cleric's channels. These were written well before the oracle was even thought of.
For items, I'm assuming you're talking about the Phylactery of Positive Channeling for +2d6. What gives you the +3?BTW, which archetype are you referring to? Life is a mystery that oracles can take.

The Mad Comrade |

The Mad Comrade wrote:It's been a while and errata have happened since the last time I worked up such a character. Archetype'd Life Oracle is the way to go. The cleric's pool of channeled energy is puny (1d6), the benefit of the Glory domain says 'when you channel positive energy to harm undead', so it should work with all of the character's channeled energies to obliterate the undead. Similarly, the Sun domain's benefits should apply regardless of source as the wording is 'whenever you channel positive energy to harm the undead'.
Combine with the various channel energy improving magic items, even the measly 1d6 channel of the single cleric level perks up to 3d6+3 or more.
That'll be a GM discussion. RAW, I see where you're coming from. RAI, it's only meant for the cleric's channels. These were written well before the oracle was even thought of.
For items, I'm assuming you're talking about the Phylactery of Positive Channeling for +2d6. What gives you the +3?BTW, which archetype are you referring to? Life is a mystery that oracles can take.
I agree with you re: cleric domains benefiting oracular channeled energy. In this case, I wouldn't do it - those 7th level spells are too sweet to not keep access to just for a smidge of channeling.
The +3 is (3d6) +1/die from the Sun domain. Spirit bound is the archetype.
Gear-wise, there's a stack of goodies: phylactery of positive channeling, channeler's aspergillum and some other stuff. Ravingdork's spirit bound Life Oracle is here for ease of reference.
About the right level too, although that character is a kitsune rather than aasimar, let alone deific incompatibilities, so it would take a rebuild. The basic chassis is there: channel positive energy (2+[2x Cha mod.])/day plus whatever other sources of channels/day are available.
Rebuild would probably go all-in on an appropriate CR 6+advanced or CR 7 good-aligned outsider. Final CR would be the same, but that version of the Oracle would have much more staying power.

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These guys look like something that would pair really nicely with the storm giant encounter
Fixed that for you.
And I can agree. I think there’s an air or lightning simple template that you can add to the winged hippo army as well.

WagnerSika |

winged hippo army
You mean hippogrifs right? But this gives me an evil idea. See, me and one player alternate on GMing and my current character in his campaign is a druid multiclass whose primary fighting form is Behemoth hippopotamus dealing a ton of damage. Now if I would throw an entire army of flying hippos against them he would probably be a little miffed :D

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Anyone have a restat of Anteus the Storm Giant?
How mean do you need to be? Here's a CR 20 version. Otherwise just add templates (Advanced, Fighter Creature, Cleric Creature, etc) or give it actual character levels.

Pnakotus Detsujin |

Does not need to change if you think it's a fair fight. I was going probably add 1 more Roc.
If i may suggest, if your group could have problems with weather sheninegans, I would switch Antheus and his rocs with a Sun Giant (CR 16) followed by murder of hippogryphs.
You should invent something to allow such enemy to fly, but i would avoid putting more giant birds because:1) It reduces, to me, the narrative impact of the phoenix and of the stormborn king of book 4.
2) If you play weather in favour of the rocks, it becomes extremely tedious to fight something gigantic that can easily grapple you while you must roll to even walk straight.
3) A Sun giant, possibly buffed with more templates likes classe templates or the good old half celestial, becomes more of a solo, brutal boss fight which can also allow your characters's minions a chance to do something useful outside of the two endgame dungeons.