Oracle builds?


Advice


Wondering if there is a good guide to oracles yet, using the search has been very sparse.

Looking to see if anyone has advice on builds, combat seems obvious (that's the only one I've found via search, with a reach weapon), though I'm also very curious about the wind oracle, as well as any others that might be interesting. 25 point buy, up to level 12, and races can be anything published by pathfinder (tieflings definitely seem to fit the class well, especially the variants in Council of Thieves). A brief guide to cleric spells would definitely be appreciated with this.

Thanks


Yeah I have been looking for a while for one, the closest thing is a sorcerers guide which kinda works.

Liberty's Edge

Well, the thing about Oracles is that you can do almost any character type with them. Non-LG version of a Paladin? Easy (Battle Oracle). Ultimate healer? Easy (Life Oracle starting with Channel Energy). Save or Die caster? Pretty damn easy (Heaven Oracle + Color Spray is typical). Necromancer? Easy (Bone Oracle).

No one guide is really sufficient.


Maybe play tested builds is what the OP is looking for, I had an awesome battle oracle that was easy, great sword and enlarge, 2 hit some BBEGs in legacy of fire with well placed crits.


With a battle cleric in the party already with 'lucky' dice, good gear and a greatsword, I don't quite want to copy what he does..

Wind seems tempting because 8 armor AC seems sweet (though I guess it doesn't stack with magic vestment?) and flight ability as a swift action sounds fun, and automatic shock weapon doesn't hurt to have. Still figuring out how to build it though... Once again, with the battle cleric in the party, if I'm just a caster I'm half the character he is (never mind oracles don't actually get good fort saves like clerics).. do I go rapier, buckler and spring attack and fly-by attack?

Tiefling offer nice racial options for cha plus dex or str depending on what kind of character you'd want..

Liberty's Edge

Well, you could go the Healer or Pure Caster routes. Those are both workable and cool and wouldn't overlap too much with the battle cleric, you'd just need to pick a style of "pure caster" to be.

If you do go pure caster, take a look at the Lore Mystery. Especuially Sidestep Secret. Who needs 8 armor AC when you're adding Charisma to AC instead of Dex? Combine with high strength for a "Conan the Librarian" feel and something to do when not casting.

Or Heaven for Save or Die ridiculousness with Color Spray.

Or Fire for a blaster style character.

Or Bones for a Necromancer.

Or Nature to do the whole Druid thing.

I mean, you've definitely got a whole raftload of options here.


Don't overlook Lore - it has the extremely awesome Sidestep Secret which gives you Cha to AC and Reflex saves. Nature has something similar but for AC and CMD, I think.
It can also give you stupidly high bonuses to your knowledge skills several times a day, as well as giving you Cha to knowledge checks.

It also gets a free Wish every day as a capstone.


One thing I noticed:

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

vs

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

One has better reflex saves but is limited by armor (but as a supernatural, never lost when flatfooted?), the other adds to CMD but doesn't seem to be limited by armor caps. Tough choice there, though reflex saves are pretty low for an oracle.

Liberty's Edge

Lythe Featherblade wrote:


One has better reflex saves but is limited by armor (but as a supernatural, never lost when flatfooted?), the other adds to CMD but doesn't seem to be limited by armor caps. Tough choice there, though reflex saves are pretty low for an oracle.

I'm guessing there were some slight oversights in description here. I'd say they're both limited normally by armor, and both lost when you're flat-footed, the big difference being that Sidestep Secret applies to Reflex Save while Nature's Whispers applies to CMD.

But maybe I'm wrong, they'd both me more powerful, and debatably still balanced with each other the other way.

The Exchange

Lythe Featherblade wrote:

With a battle cleric in the party already with 'lucky' dice, good gear and a greatsword, I don't quite want to copy what he does..

Wind seems tempting because 8 armor AC seems sweet (though I guess it doesn't stack with magic vestment?) and flight ability as a swift action sounds fun, and automatic shock weapon doesn't hurt to have. Still figuring out how to build it though... Once again, with the battle cleric in the party, if I'm just a caster I'm half the character he is (never mind oracles don't actually get good fort saves like clerics).. do I go rapier, buckler and spring attack and fly-by attack?

Tiefling offer nice racial options for cha plus dex or str depending on what kind of character you'd want..

The Wind Oracle can get the Invisibility revelation at level 3. One minute increments per level per day.

Summoning Monsters does not count as an attack so Invisibility would not be broken by the summons. Invisibility would remain in tact even after the summoned creatures attack. I think Wind Oracle with Augment Summoning and a high stealth would be effective starting level 3.


Eww, the spell list is horrible for air though.


Choant wrote:
Eww, the spell list is horrible for air though.

I made up an alternate list just for kicks and giggles. How does this sound?

Wind Bonus Spells:
2nd: feather fall
4th: whispering wind
6th: ball lightning *
8th: river of wind *
10th: overland flight
12th: sirocco *
14th: mass fly *
16th: whirlwind
18th: winds of vengeance *

* APG

Replace the Wind Sight revelation with Scout the Wind, which keeps audio and replaces vision with scent; swap out Wings of Air for Air Form, turning into an air elemental instead of just being able to fly; and voilà, something I'd play.


How about a dwarven Stone oracle?


I've been running a dual curse life oracle through Ciretose' experiment, its a really strong character mechanically however you build it but you can make an oracle into anything you want depending on the mystery.

There is one oracle guide with some general outlines but if you want specifics then your out of luck. Check out the guide to the guides thread and the cleric guide for feat ideas for the various builds, the oracle guide has some ideas for mysteries, cover your weak fort save is the best advice for optimisation.


I've had a ton of success with my Waves Oracle.

Level - Oracle 10
Race - Human Male
Alignment - Neutral Good
Cure/Inflict - Cure
Curse - Cloudy Vision (Max Visual Range = 60 ft, Darkvision 60 ft, Blindsense 30 ft)
Mystery - Waves
Role(s) - Party face, healer, battlefield control

Abilities (2d4, drop lowest):
STR - 10
DEX - 13
CON - 19 (17+2 from equipment)
INT - 18
WIS - 16
CHA - 26 (22+4 from equipment)

Hit Points: 115 HP

Ranks:
1 Rank in Craft (Sea Vessel)
1 Rank in Perform (Sea Shanty)
1 Rank in Profession (Sailor)
1 Rank/each in Knowledge (Arcana, Dungeoneering, Engineering, Geography, Local, Nobility), Perception
5 Ranks/each in Acrobatics, Diplomacy, Escape Artist, Heal, Knowledge (History, Nature, Planes, Religion), Sense Motive, Spellcraft, Swim, Bluff, Disguise, Handle Animal, Intimidate, Use Magic Device

Languages: Common, Auran, Aquan, Ignan, Terran

Feats:
Level 1 - Toughness
Human - Endurance
Level 3 - Diehard
Level 5 - Fast Healer
Bonus Feat (Fluid Nature) - Dodge
Level 7 - Defensive Combat Training
Level 9 - Reach Spell

Revelations:
Level 1 - Fluid Nature (Dodge as bonus feat, -4 on critical confirmation rolls against you, +4 to CMD against most combat maneuvers)
Level 3 - Ice Armor (10 hours/day, +6 AC)
Level 7 - Punitive Transformation (8/day, change baddies into cute little creatures)

Spells:
0-Level - Create Water, Detect Magic, Detect Poison, Light, Guidance, Read Magic, Purify Food & Drink, Mending, Spark, Stabilize, Resistance

1-Level - Cure Light Wounds, Touch of the Sea, Sanctuary, Command, Endure Elements, Hide From Undead, Bless, Shield of Faith, Divine Favor

2-Level - Cure Moderate Wounds, Slipstream, Grace, Eagle's Splendor, Bull's Strength, Hold Person, Sound Burst, Status

3-Level - Cure Serious Wounds, Water Breathing, Searing Light, Blindness/Deafness, Bestow Curse, Prayer, Inflict Serious Wounds

4-Level - Cure Critical Wounds, Wall of Ice, Blessing of Fervor, Restoration, Inflict Critical Wounds

5-Level - Mass Cure Light Wounds, Geyser, Summon Monster V

Every even level, I take the new Summon Monster and retrain the previous SM for something else (usually Inflict, which works great with Reach Spell).

So far, this character has proven extremely difficult to kill. I believe he's only dropped below half hit points once (been playing him since level 4) and, since level 7, has been very useful in combat as well (PT is basically a save or die supernatural ability as the other party members are heavy melee characters) and he picked up some solid ranged touch spells (Sound burst is solid for disabling foes, but not so much for damaging them).

For the most part, he performs everything from range; healing friends using Reach Spell and Cure ??? Wounds, damaging opponents using Ranged Touch spells, and hindering foes using Save or Suck/Save or Die spells/abilities.


Just a single piece of advice, but I run a life oracle healer in a game of mine, who has (at 7th level) gotten huge use out of the Reach Spell feat. Her ability to heal front-line fighters only when they need it, without being on the front line herself, is huge.


Pathfinder Card Game Subscriber

There is This Guide.

PS: I love Oracles.


I love oracles. They have the most flavour

Heavens is really powerful as they get stuff to attack all the saves

UMD to the max.

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