| Mojorat |
oracle of bones just hit lvl 5 and I was looking as to wether I should take her I'n any specific direction.
I currently have death touch, armor of boned and the bleed revelations.
I thought of two things to do with my character though I'n one. case I'm not sure if it even works mechanically.
the first is taking a little bit if shadow dancer, I've tried to focus some of my theme as dealing with spirits and HIPs would suit this along with helping me get close fir negative energy effects. the problem is I did not think of this til after char creation and currently only have dodge as a prereq. so couldn't do this til lvl 8 ( and probably would wait til lvl 9 after I got fear) and as always lost cl is an issue.
the second idea I don't know if it works mechanically. it would be getting 1 lvl of cleric to be able to channel neg energy . which would work with the bleed revelation but I cannot tell how it would interact with the command undead revelation ( or if it would even I interact at all)
| matiez |
I have an Oracle of Bones in my Serpent's Skull campaign. She is lvl 4 now, going for a straight Necormancer build. She has taken Death's Touch and Undead Servitude as her 2 revelations, probably going to pick up either Bleeding Touch or Raise the Dead. I feel that Raise the Dead is quite underpowered, so probably will go with Bleeding Touch. Didn't realize how powerful it really was till just now. It's an additional 2 points of dmg a round at lvl 5 and there's no save.
I wanted to say that you made a poor choice with Armor of Bones, but after attempting to build my case I'm going to suggest to my player she take Armor of Bones at 5th lvl.
Pick up a 2 handed melee weapon and Power Attack. Falchion if you happen to be half-orc, Spear otherwise. This is assuming you have a Str of 14, which you should to assist making your touch attacks. You have med BAB, invest a little to ensure you're not useless when out of spells and Extrodinaries.
You are the Bad Touch Cleric. Look for picking spells that will debuff or control the battlefield.
Your tactics should be:
1) Assess need for support spells
2) Close into melee with BBEG
3) Inflict as you will get bleed dmg regardless
4) Death's touch since Touch AC is lower and no Will save
5) Spear until dead.
You shouldn't look to use more than 25% of your spells/day or death's touch unless your DM allows for the 15min work day.
| Mojorat |
Oh bleed is amazing. we had a Babau teleport away from us and I am sure he bled to death.
I am however using most of my spells. the rest of my group is poorly optimized and fights take ALOT longer than needed. I am the groups only healer so I cure light wounds to heal and death touch to wound.
I was just looking at a way to get easier bleed out with channeling. I don't think is worth it with just 1d6 bleed. though I think undead servitude might qualify for holy vindicator.
I will likely be getting mobility. will leave me 24 to 26 ac moving away if I'm buffed. eventually armor of bones will be better than armor I could wear. just takes time.
| matiez |
You can be the party healer with very little investment on your part.
Grab all of the Inflict spells from your free Cure or Inflict. Pick up Cure Light Wounds and Cure Light Wounds, Mass as spells known. Then grab Craft Wand at 5th level. You can craft 1d6+1 Cure wand for just 375 gold. Make the party invest into UMD and give you money for the wand crafting. Heal the party out of combat with wands. Currently, my party is being healed by just a Cure Light Wounds wand. I'm not sure how well the CLW wand will scale into higher levels, though.
Mass Inflict is your best option for massive bleed. 1d8+10 (Will 1/2) with 3 bleed at lvl 10. I don't see an easier way until then.
Don't take Mobility. Run and gun tactics aren't your thing. Instead, consider grabbing a Light Shield and Shield Focus for an AC boost. As long as we're talking defense, grab Improved Fort as well.
| Mojorat |
I am already using a wand, it helped lot. but my group consists of a knife throwing goblin ranger a high ac tanky dwarf warrior who has no offensive abilities beyond 16 str and a dwarf war axe.
the first period out where I had the wand I used 15 charges so I'm expecting it to last 3 days I'n character before the wand runs out. the ineffectualness of our fighter to actually kill things is made worse by his likely having a real life dice curse. he consistently rolls low single digit numbers on d20.
what I need is some way to do inflict spells at range. I wonder what gloves that only add range to inflict spells would cost.