Oracle Advice


Advice


Need advice concerning the rest of my feats as an Oracle of Life. She's primarily a healer/Summon Monster character. Current feats are:

Spell Focus (Conjuration)
Augment Summoning
Leadership
Quick Channel
Selective Channeling
Superior Summoning

I was thinking that I'd pursue the Eldritch Heritage line, but wanted input as to whether it's worthwhile. Specifically I'm considering the Abyssal line for the added creature(only for fiendish or demon summons), the Air Primal Wildblood line (ray attack, extra summon damage, and potentially flight), Sage Wildblood line (ray attack, arcane spells known).

Are any of these paths worthwhile, or should I look more at, say Spell Penetration feats?

Thanks in advance for any help!

Shadow Lodge

Which revelations are you planning to take?


InVinoVeritas wrote:
Which revelations are you planning to take?

Safe Curing, Enhanced Cures, Lifesense, Channel Positive Energy so far. We just hit 13th level, so looking to fill that feat spot.


imgurahl wrote:
InVinoVeritas wrote:
Which revelations are you planning to take?
Safe Curing, Enhanced Cures, Lifesense, Channel Positive Energy so far. We just hit 13th level, so looking to fill that feat spot.

My suggestion would be quicken spell... you have 6th level spell slots now so something like a quickened silence is worthwhile, etc.

The Eldritch Heritage feats are nice, but cost too many feats for you now.

What sources can you take from other than core, UM and APG?

I don't see how spell penetration is going to help you much if you're focused on healing & summoning.

-James


Selective Channel would be a great choice. You won't have to worry about healing your enemies, which makes your job a LOT easier.

Shadow Lodge

Quicken Spell is a solid choice, and probably the one I'd make.

One possibility that would be completely different, but help you out anyway, would be to choose Additional Traits and choose Natural Born Leader and Focused Mind.

Other choices would be Divine Interference, Alignment or Elemental Channel, Selective Spell (for mass cures), and depending on your cohort, there might be a teamwork feat worth taking.

You know a cheap(ish) way to summon more monsters? Empower Spell when summoning more than one critter.


InVinoVeritas wrote:


You know a cheap(ish) way to summon more monsters? Empower Spell when summoning more than one critter.

I'm not sure how that's cheap.

In general you want to summon from near the top spell that you can cast. I can only assume that you would mean empower via rod and that gets pricey as you would be talking a full rod of empower for this.

And depending on whether the DM takes his feat as part of the spell you're looking at 1d3+1 (ie 2, 3, or 4) becoming 3, 4 or 6. So that's a bit pricey for essentially one more creature. If the DM doesn't take his feat as part of the spell you're looking at 1d3 empowered +1 which is 2, 4, 5 or slightly lower than one more creature on average.

Selective spell is likely better via rod, and frankly mass cures aren't all that wonderful compared to either channeling or direct healing one target.

I would look at reach spell before selective spell, but again he's at the level where he should have quicken.

-James


Thanks for the input guys. So, it looks like the general consensus is that the Eldritch Heritage line is not worth the investment. I can pick up Quicken Spell, but not sure that any of my spells known are really worth a 6th level spell slot to quicken.

2nd Known: Lesser Restoration, Resist Energy, Hold Person, Cure Moderate, Shatter, Ghostbane Dirge, Spiritual Weapon.

1st Known: Summon I, Cure Light, Obscuring Mist, Shield of Faith, Detect Undead (mystery spell, can't switch out), Doom, Sanctuary.

I can see a Quickened Sanctuary, Shield of Faith, Resist Energy, or perhaps Hold Person, but are they worth losing a Heal, Harm, or Celestial Dire Tiger for?

I love Reach Spell, but I have been granted Gloves of Spectral Hand, so my touch spells are cake already. And for Selective Spell, I agree that my Channels (especially with the Phylactery of Positive Channeling) are already selective (with the feat) for mass curing.


james maissen wrote:
imgurahl wrote:
InVinoVeritas wrote:
Which revelations are you planning to take?
Safe Curing, Enhanced Cures, Lifesense, Channel Positive Energy so far. We just hit 13th level, so looking to fill that feat spot.

My suggestion would be quicken spell... you have 6th level spell slots now so something like a quickened silence is worthwhile, etc.

The Eldritch Heritage feats are nice, but cost too many feats for you now.

What sources can you take from other than core, UM and APG?

I don't see how spell penetration is going to help you much if you're focused on healing & summoning.

-James

I am limited to Core, UM, and APG, just as you listed.

Spell Penetration would help with some of my more fun spells: Fleshworm Infestation, Harm, Terrible Remorse, Hold Person, Poison, Bestow Curse, Blindness/Deafness.


Another option might be Extend Spell. It's certainly not the Quicken option, but depending on what spells you have might not be a bad choice as extra duration can help offensive and defensive spells. Just depends on selection of spells.


imgurahl wrote:
Thanks for the input guys. So, it looks like the general consensus is that the Eldritch Heritage line is not worth the investment.

Well don't get me wrong earlier on it could have worked, but its too late in the race now.

Btw, do you get any use out of shatter? I would trade it out for silence as soon as I could.

What are your full spells known?

-James


It sounds like you`ve decided against that option, but FYI there are some things about Eldritch Heritage that you might want to know:
getting sorceror spells known is great... if you have sorceror spell slots. since you don`t, those wouldn`t do much for you.
The Wildblooded Archetype, which allows options like Primal and Sage, is exactly that: an Archetype. They aren`t exactly `just` alternate Bloodlines per RAW, though your GM may allow that. But if you`re going by RAW, the only characters who can pick Wildblooded Bloodlines for Eldritch Heritage are Sorcerors who already have the Wildblooded Archetype.

It looks like you have quite a bit of `house cleaning` options for swapping out lower level spells.
For 1st level, I don`t think Summon I and Doom are really doing you much good at this point. Having a lower level Summons is useful, but with 6th level spells available to you, Summon III probably counts as low level now... if not Summon IV. Your call whether you get good mileage out of Sanctuary at this level of the game...
For 2nd level spells, I seriously doubt you are using Hold Person alot... You would need Heighten for sure, for the targets it is applicable to. I don`t know if Shatter is really useful in your games, but I would also re-consider Spiritual Weapon: don`t you have Summons for re-curring attack damage? Sure, there`s some differences, like it can`t be killed, but it doesn`t seem SOOO useful compared to what you already have. There`s lots of other utility spells that COULD be useful, IMHO.

Feat-wise, I don`t know...


3rd: Neutralize Poison, Cure Serious, Bestow Curse, Dispel Magic, Blindness/Deafness, Borrow Fortune

4th: Poison, Restoration, Cure Critical, Death Ward, Fleshworm Infestation, and likely Terrible Remorse as my new 4th at 13th level.

5th: Breath of Life, Mass Cure Light, Spell Resistance, SM V, and most likely Flame Strike for my new 5th at 13th level.

6th: Mass Cure Moderate, Heal, SM VI, Harm.

How effective is Silence really? We're playing Kingmaker, so enemy spellcasters are few and they have plenty of room to move around. Targeting them directly is a Will save that they're easily going to make. Is there a strategy I'm not aware of?


silence strategies: cast on object like rock or arrow, throw to area you want, or target object in that area. or cast on `melee` ally (say, a creature you just summoned) who can and will close with enemy caster and keep them in range.

blessing of fervor is a nice one, giving a minor bonus to attack/AC when stacking with Haste, but also options like free: enlarge, extend, still, silent (for 2nd level and under spells), applicable to Silence in this case.

spiritual ally is basically a buffed up spiritual weapon, that haste or BoF seemingly can apply to.

Neutralize Poison: better as scroll/wand IMHO. blindness/deafness isn`t worth it IMHO.

Shadow Lodge

Cast silence on your tank and have them charge the caster. That's usually a good one.


Neutralize Poison is a Mystery Spell, so I'm unfortunately stuck with it. Silence on the summon or cohort sounds like a good plan, I'll implement that at my spell switch (c-ya Spiritual Weapon). Our wizard does cast Haste with regularity, so I'm not sure how much use Blessing of Fervor will bring.

Summon I is pretty much just getting a free scout for a cheap spell at this point. And Doom is indeed worthless, but what 1st level spells aren't at this stage?


imgurahl wrote:
And Doom is indeed worthless, but what 1st level spells aren't at this stage?

Shield of faith, divine favor, obscuring mist, prot evil, hide from undead, and sanctuary would be ones that I'd say are worthwhile.

But I'm more curious in how you've found uses for Shatter, as I would think that it would get the boot before spiritual weapon.

-James


Shatter: horse saddles, locked doors, masterwork weapons (yes, we still see those on occasion), nonmagical belts, enemy potion bottles (the bottle itself is not magic), etc.

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