Ideas on Oracle builds


Advice

Grand Lodge

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I hear Battle Oracles are the mutts nutts, the bees knees and assorted fine bits of other creatures.

Any suggestions on spell, feat and stat selections?

Liberty's Edge

Helaman wrote:

I hear Battle Oracles are the mutts nutts, the bees knees and assorted fine bits of other creatures.

Any suggestions on spell, feat and stat selections?

Human as your race.

Not knowing your stat makeup, ie 15,20,25 point buy or rolls I'll just say stats this way.
Str primary
Cha and Con Secondary
Dex Tertiary
Int and Wis dump

Your spell selection will depend on your cha stat. If you manage a cha greater than 16 then imo you can add some debuffs to your spells. If your cha is a 14 or lower then Id suggest sticking to buffs and battlefield control spells which do not directly target your enemy.

Feats -
Toughness - You are not a fighter, you need more hp.
Power Attack
Extra Revelation

I only list those 3 b/c those 3 are what I would call required feats, yet you could get away without having extra revelation. Feats beyond those 3 would be where you want to specialize your oracle.

My oracle of battle at lvl 1 was like this...
Human
Str 17(increase to 18 at 4th)
Dex 12
Con 14
Int 8
Wis 8
Cha 16 (I debated a long time having a 16 con or 16 cha. I chose the 16 cha b/c I wanted to open my spell selection a bit with higher dc's.

Lvl 1 feats
Toughness
Extra Revelation(Skill at Arms)

Lvl 1 revelation - Weapon Mastery (Heavy Flail)

Lvl 3 feat - Power Attack
Revelation - War Sight

Lvl 5 feat - Furious Focus

Lvl 7 feat - Extra Revelation (Maneuver Mastery - Trip)
Revelation - Combat Healer

Spell Selection is primarily buffs with some battle field control and debuffs.


Most important advice you can get as a Battle Oracle: DON'T EVER PICK THE HAUNTED CURSE.

Silver Crusade

OmegaZ wrote:
Most important advice you can get as a Battle Oracle: DON'T EVER PICK THE HAUNTED CURSE.

Why? This is the curse I picked for my Battle Oracle.


calagnar wrote:
OmegaZ wrote:
Most important advice you can get as a Battle Oracle: DON'T EVER PICK THE HAUNTED CURSE.
Why? This is the curse I picked for my Battle Oracle.

Yeah, me too, though it was a pure RP choice. As your propably relying on potions and maybe different weapons, too, its seriously hampering though.

Thinking of a potions-bandolier and maybe a handy haversack, though knowing my DM it will propably avail me nothing...

Silver Crusade

RedPorcupine wrote:
calagnar wrote:
OmegaZ wrote:
Most important advice you can get as a Battle Oracle: DON'T EVER PICK THE HAUNTED CURSE.
Why? This is the curse I picked for my Battle Oracle.

Yeah, me too, though it was a pure RP choice. As your propably relying on potions and maybe different weapons, too, its seriously hampering though.

Thinking of a potions-bandolier and maybe a handy haversack, though knowing my DM it will propably avail me nothing...

Well I did make him a reach weapon battle oracle. And I never heal in combat. It is worth more to kill the thing then heal so after the fight cure light wounds wand. During the figth if I have to cast a cure spell. I'm behind a melee and most of the time out of threat range. Helps when the party is almost all melee characters as well.

My top suggestions for you.
1. Reach Weapon and stay out of threat range so you can cast when needed.
2. Know what spells your going to take befor you level. Picking spells at the last min. will KILL you.
3. Healing in combat is only for when some one is knocked out. Stablise will work. It is better to let them drop then to try and out heal damage from enemys.
4. Rember your self buffing spells befor you enter combat. And only ever cast one. If you need more then one self buffing spell the fight is over befor it starts. Unless your going in with time to prebuff.

Side note on character creation for combat characters.
Full BAB : they hit, they need to find damage.
3/4 BAB : verys
Cleric,Oracle,Druid,Bard: Use buffs to get the to hit and damage close to a full BAB class.
Rogue: Have damage but need to find to hit bonus, and posion to deal damage.


calagnar wrote:

My top suggestions for you.

1. Reach Weapon and stay out of threat range so you can cast when needed.
2. Know what spells your going to take befor you level. Picking spells at the last min. will KILL you.
3. Healing in combat is only for when some one is knocked out. Stablise will work. It is better to let them drop then to try and out heal damage from enemys.
4. Rember your self buffing spells befor you enter combat. And only ever cast one. If you need more then one self buffing spell the fight is over befor it starts. Unless your going in with time to prebuff.

Ah well, in my case Oracle is a roleplay dip on a Ranger Lvl 7 who had Iomedea help him out of a tight spot involving paralysis which might have ended in a party-kill, so its BattlefieldClarity as mystery. Haunted for a curse as result of a deathcurse was just too perfect a fit, not to take it...

As for spells, i´ll take protection from evil for me and bless for my buddys.
Other than that, tactics lean heavily on a returning spear +2( Chada´s Harpoon) with gravity-bow/vital-strike and a greatsword+3 with leaden-blades/power-attack/FuriousFocus/VitalStrike. Soon he´ll have enlarge person and will return to Ranger for another favorite enemy, so i´m pretty contend with this build. Very contend, actually;).
Ideas always welcome, of course.

@OP
Frankly, i´d nearly always start of an oracle of Battle with a level barbarian, fighter or ranger for hit-points and proficiencies.
Itching to play a drunken-brute oracle of Cayden Caliean, also half-orc;). Doesn´t remember how that happened, of course;).

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