
doctor_wu |

I know what I want from first level but where do I go after that.
Battle oracle
Race half-orc
Wasting curse
str 14
dex 14
con 14
Int 10
Wis 10
Cha 16 *
*+2 racial bonus.
Hp 11 level 1 favored class into hp
Skills
intimidate+9(11 demoralize)
knowledge (religion)+4
perception +4
knowledge (planes) +4
Saves
fort +3
ref+3
will+3
racial alternative triats
chain fighter
sacred tatoo
traits
dominator inner sea primer
revelations
Weapon mastery (flail)
Feats
Dazzling display(flail)
Still looking for a second trait and what spells to know. I can take dazzling display becuase I meet the prequisite from weapon mastery which gives me weapon focus.
I am also thinking of grand lodge as a faction.

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Cheapy is 100% correct. Starting with a Str 14 on a melee character is a really bad idea. Min starting Str 16 Min starting Con 14. Generally speaking more is better. Heavy Flail is a better choice for a melee weapon as your not going to be casting in the same round your fighting.
(This is a very strong starting point for any character to have.)
(Trait) Reactionary +2, (Feat) Improved Initiative +4, Dex 14 +2 = +8 Initiative (Revelation) War Sight Roll two D20 pick the one you want to use.
Dazzling Display is a wast of a feat for a most characters even more so for a Oracle. In the same round you use dazzling display you could cast a spell that is more effective. Intimidate over all is a very weak skill compared to all the other Cha base skills. Yes you can make them frighted of you. The combat effect is nill with only a -2 to hit who cares after level 6? Spells, attacks, and some revelations are much better options for your action economy in combat.
Advancing from what you have built.
Trait:
Reactionary
Revelations:
War Sight
Maneuver Mastery : Trip
Feat's:
Improved Initiative
Shatter Defenses
Deadly Stroke

doctor_wu |

Since this is for pfs I will never be able to get deadly stroke as levels cap at 12. I actually did not remember heavy flails had a higher crit range which is nice since I get improved critical at 8th. War sight makes lot of sense for third level revelation. Improved initiative is always useful espicially with rerolls. Should I take power attack at 5th level? Although shatter defenses only works for my attacks.
What spells to take. If I take bless at level 1 it helps everyone but then it gets less useful as time goes on so then trade it off at level 4 maybe?

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Stick to buffing, healing, and utility spells. If you go oracle of battle.
If your going to keep your Cha that high offensive spells are a option. Unless you don't increases it.
Over all I'm at a lose with your characters base stats. As they are not focused on melee they are focused on casting. Past level 6 not being focused will start to hurt the character. Past level 9 not being focused can make them unplayable for the challenges they face.
My suggestion: (This is more focused on melee and less on casting.)
Str 18 (10points+2half orc)
Dex 12 (2points)
Con 14 (5points)
Int 10
Wis 8 (-2points)
Cha 14 (5poitns)
(20poitns total)
Or
Str 18
Dex 10
Con 14
Int 10
Wis 10
Cha 14

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Lets look at the BAB 4 Str 18.
Fighter
4+4+1 = 9 - 2(Power Attack)= 7
Oracle (Str 14 Level 4)
2+3+1= 6 with much less damage (Divine Favor +2 but must be cast every combat.)
Now the same thing at level 8 where this really starts to hurt.
Fighter
BAB 8 + (Str 22 w/item) 6 + Greater Weapon Focus 2 + Weapon Training 1 = 17 - 3 (Power Attack) = 15
Oracle
BAB 6 + (Str 18 w/item) 4 + Weapon Focus 1 = 11 (Divine Power + 5 can use 3 times a day. Or divine favor + 3)
Or even better level 10
Fighter
10 + 6 + 2 + Weapon Training 2 = 20 - 3 (power attack) = 17
Oracle
7 + 4 + 1 = 12
Now with the right spells you can make up the difference. This only allows you to be effective X number of times a day, and only if you can cast before combat starts. Just saying you need a bit more focus. Trying to walk the middle road dose not work so well after level 6 or so. I'm not looking at lower level play when I see a starting Str 14 I'm look at levels 8+. And the over all effect it will have on there ability to function in the later level ranges.

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In PFS past the baby levels, armor-class is about five times more important than strength -- there are a fairly excessive amount of encounters that consist of a single BBEM which will tear you to bloody bits if it lands everything in a full-attack sequence on you. Low AC 2hPA ragers and strength-based TWFs just die like mice at Tier 5-6.
You've been warned.