First Pathfinder Society game -- Oracle Build Advice


Advice


So, I'm going to my first ever Pathfinder Society game tomorrow. I've played Pathfinder since it came out, and 3.5 before that, but have never played in Org Play. We also always roll for stats when we play with my home group, so the whole point buy system is new to me (I know how it works, just never actually used it before.)

I'm wondering how to best allocate my points for a Human Oracle. Obviously I want a high CHA; is it worth it to get it up to 18, and then put the +2 for being human into it to get it to 20 right away? Also, I want to be able to melee so I want a decent Strength.

Right now I've tentatively got:

STR 14
DEX 12
CON 12
INT 10
WIS 10
CHA 16
(+2 for being Human not added yet)

I have 1 point left over to use.

Is there a good dump stat? Should I dump Int? I play a Rogue in our homegame so I'm sort of set in the mindset of more skillpoints = awesome (my Rogue gets 11/level.)

Any advice would be appreciated. Thanks!

Scarab Sages

Maggiethecat wrote:

So, I'm going to my first ever Pathfinder Society game tomorrow. I've played Pathfinder since it came out, and 3.5 before that, but have never played in Org Play. We also always roll for stats when we play with my home group, so the whole point buy system is new to me (I know how it works, just never actually used it before.)

I'm wondering how to best allocate my points for a Human Oracle. Obviously I want a high CHA; is it worth it to get it up to 18, and then put the +2 for being human into it to get it to 20 right away? Also, I want to be able to melee so I want a decent Strength.

Right now I've tentatively got:

STR 14
DEX 12
CON 12
INT 10
WIS 10
CHA 16
(+2 for being Human not added yet)

I have 1 point left over to use.

Is there a good dump stat? Should I dump Int? I play a Rogue in our homegame so I'm sort of set in the mindset of more skillpoints = awesome (my Rogue gets 11/level.)

Any advice would be appreciated. Thanks!

Hmm this is tricky. If yuo want to be a melee oracle have your str be your highest stat (18 w/ the +2) and just use your spells for healing and buffing (this way you can have the minimum charisma without having to worry about things like savings throws and the like.)

If a full melee oracle is too much you have have 16 str/cha and you should have a decent attack mod and spell casting ability.

If you REALLY want to munchin your character out I would recommend taking a 7 in your dex and wisdom and play a lore oracle. You can then use your charisma modifier for your ac and reflex instead of dex which can allow for a very high AC once you can purchase a Mithral breastplate. Try for an 18 str/cha and then put the rest in Con. With this you can choose to put your favored class point into skills and still get 3 skills a level with 7 int. And while -2 to your will saves may seem like a lot it's easy to counter by taking a trait that boosts your will.

I play a lore oracle with the Pathfinder Society and I'm mean tank with 30 hp and 22 AC at level 3.

Silver Crusade

With Society play ending at 12. Starting with a odd number will help. So somthing like.
Casting oracle W/O dump stats
Str 12
Dex 10
Con 14
Int 10
Wis 10
Cha 17 +2Human = Starting Cha 19 (+1 at level 4,8,&12 ending at 22)

What mystery are you going to use? That will make a big difrence in how oracles play. What I listed is for a casting oracle only. If your trying to make a combat focused oracle you need a difrent set of stats.

Sovereign Court

Well you need to look at it from an angle of what you want the character to do.

Do you want your character to know a bunch of spells that force your opponents to make saving throws? Then you want your charisma as high as you feel comfortable pushing it.

Going into Melee after buffing yourself? Well then focus more on your physical stats to help you do that job and don't worry about having a gigantic charisma as you should have plenty of spells per day.

Have fun playing the heal-bot? Well then you might want to be as survivable as you can so your not wasting the healing on yourself.

Personally as the characters are supposed to be members of the Pathfinder Society and tend to get sent on missions in that vein I find more skills always a plus to have around.

I'd think more like:

STR: 14
DEX: 12
CON: 13
INT: 14
WIS: 10
CHA: 14 (16 with your human +2)

Also make sure to look at a lot of the traits out there to nab some class skills you might want to grab. Oracles tend to end up with plenty of class skills but something else might be missing.


Well, I decided to go with a purely melee build as suggested by Muja. Stats are:

STR 16+2
DEX 8
CON 13
INT 9
WIS 10
CHA 16

I took the Mystery of Lore, and the Sidestep Secret Revelation (the one that lets me use my CHA modifier instead of DEX for AC and Reflex saves.) Also took the Deafness curse, which makes me deaf but allows me to cast all my spells as Silent Spells (without the spell level adjustment.)

Feats are Toughness and Combat Casting, Traits are Focused Mind (+2 Concentration checks) and Reactionary (+2 Initiative.) My Initiative will suck for a while since my DEX is -1 and I get the full -4 for being deaf, but the penalty for being deaf gradually decreases as I go up in level.

Spells are Detect Magic, Create Water, Light, Resistance, Cure Light Wounds, Magic Weapon, and Bless.

Yeah...basically I'm fighter with a slightly worse BAB but who can cast a few spells. I've never played a combat divine caster, so we'll see how this goes.

Liberty's Edge

I strongly advise against making your first PFS character a non-Core Rulebook class, and particularly not a low-fort/mediocre-BAB/mediocre-HP class for melee. Oracle is an end-loaded class which is initially suboptimal and which requires using a lot of move-actions and standard-actions to "prep" in order to bring themselves up to par -- but PFS characters retire at 12th, and point-buy means you can't "paper over" the defects by rolling 4d6x6+fudgelikecrazy for your stats as you would in a home game. The melee emphasis (and advice of some other posters) makes DEX a dump stat -- meaning your INIT rolls will be poor, with further consequences for getting those move-action Revelations off.

Making a point-buy "gish" work well in a "living" system with mid-level retirement caps is not for the feint of heart.


I think Calagnar has it partly right. Except I'd knock the charisma down to 15 and place the racial bonus and remaining into strength.

Being a melee oriented oracle is essentially being a battle cleric so a really high primary casting stat is not terribly necessary. Just avoid doing offensive spells and focus more on buffing.

Silver Crusade

I wold not suggest that kind of character for PFS. I play alot of this type of character. They are my personly thing bards, and oracles are the best at doing it will. Clerics can but they are much harder to build.
30HP and 22AC at level 3 is jack. The hp is easy to do. The AC just as easy with out using some funky system to get there. Full Plate AC20 Heavy Shield AC22.

Human Oracle of Battle
Str 17
Dex 12
Con 14
Int 10
Wis 7
Cha 16
Human Bonus Feat: Exta Revelation: Skill At Arms
Feat: Improved Initiative
Revelation: Weapon Master:(Any martal weapon.)

Starting spells: Cure Light Wounds, Bless(Trade it out later for divine favor), Magic Weapon or Sheild of Faith pick one.

Liberty's Edge

calagnar wrote:
30HP and 22AC at level 3 is jack. The hp is easy to do. The AC just as easy with out using some funky system to get there. Full Plate AC20 Heavy Shield AC22.

Last weekend, the 3rd-level fighter in our PFS session died during the final encounter. She had AC 23, full plate, and could kill most things in one chop.

CR+3 boss sorcerer (7th level) at Tier 3/4 took her out with an 8d6 Scorching Ray. (She ran up and Power Attacked him, but took an AoO nip from one of his summoned critters before the ray, and that was enough to land her at -15.)

Silver Crusade

That is why im a big fan of reach weapons for battle cleric/oracle of battle. This lets you attack from behind the front rank melee and still attack or cast as needed with out moving. Works wonders becous you don't have to hope there is a spot for you to take a 5ft step. You are there. The only draw back if when they start casting are of effect spells at you.

Liberty's Edge

I'm a big fan of playing a real beat-stick if you want to play a beat-stick. (I do not like going 'neg' at a PFS table and then watching another player frown as his PC uses a consumable to get me back on my feet -- because all the thanks-yous in the world do not compensate for the fact that PCs cannot trade gold or items with each-other in PFS.)

How To Be a Useless Caster Class 101:
* low DEX (which means INIT stinks)
* spend move or standard action activating a personal buff.

-- This usually means the monsters have two turns to maul the party before you do anything useful.

Silver Crusade

So using the build I listed. With a 12 Dex.
Dex +1
Improved Init. +4
Reactionary +2
Total 7
War Sight at level 3. Now your rolling two dice keaping the better of the two. At level 7 you act in the supprise round. And at 11 your rolling 3 dice and keaping the best of 3.

I don't call that low init. It's much better then most will have. The time mystery hase the same type of ability if you wanted to do a casting oracle. With high chance of going in the first part of the round.

Liberty's Edge

Look at it this way: if you were a high-dex oracle, you could save a feat (or at least a trait), and your ranged-touch spells would be more effective. You'd be more mobile and get hit less often. (With an INT of 10, and therefore no access to Combat Expertise, a spamcan oracle will be only marginally effective in a tank role.)

Silver Crusade

Or I can just keap the str so I can do damage. And spend the feat on init and there is no feat that I can take to replace the damage. I have played way to meny games in the 8th plus level range. And braking DR is somthing you have to deal with as a melee of any kind. The best way around it is damage on top of more damage. And if any one hase a effective ac after level 10. that normaly means they do about 10 points of damage a swing. They are not a threat.

DR 5 > Dex base melee character


Mike Schneider wrote:
and your ranged-touch spells would be more effective.

No they wouldn't. You don't get more damage or crit mroe often. More than that there's not that many good ranged touch attack spells to begin with. In fact in terms of offense theres far more good straight touch attack spells which are strength based.

Now he could go for good ole fashioned Weapon Finnesse/Pirhana Strike/Dervish Dance build but I'm not even sure that's allowed in PFS. It let's him cast, let's him dump a bit of strength, and gives him a decent weapon.

Silver Crusade

TarkXT wrote:
Mike Schneider wrote:
and your ranged-touch spells would be more effective.

No they wouldn't. You don't get more damage or crit mroe often. More than that there's not that many good ranged touch attack spells to begin with. In fact in terms of offense theres far more good straight touch attack spells which are strength based.

Now he could go for good ole fashioned Weapon Finnesse/Pirhana Strike/Dervish Dance build but I'm not even sure that's allowed in PFS. It let's him cast, let's him dump a bit of strength, and gives him a decent weapon.

They did add alot of range tough spells in UM. The only problem with most of them. I can do more damage with a Str Bow and not have to use a spell. If your going to use range touch spells as a battle cleric and go dex focus. Pick up a MW Composit Bow (STR*) and shot it. You will have better over all results. And not use spells on somthing thats done more effective with a weapon. Thats why I suggest reach weapon. You can be in the fight and keap the fighter up if needed with out droping your damage.

Pathfinder/3.5/3.0
Are all designed to have the main form of damage be from physical attacks. Spell damage is lower and cost resorces. It's nothing to do with what you want it's just how the system is. With the exception of the heal spell. There is no effective in combat healing that can be done. It can be done it's just not as effect as droping what your fighting to stop the damage. Then cure wounds after.

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