| Zark |
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Hello.!
I'm creating a Life Oracle for a our current campaign.
I'm actually one of those that think the healing concept isn't very useful, but I'd like to try the Life Orcale.
We use 20 PB and 2 traits.
We just had our last party killed due to bad research, bad tactics and really bad rolls. (Our barbarian roll 1 three round in a row!)
Next party will start at level 1 and will probably consist of:
Paladin, Barbarian, Alchemist and my Life Oracle.
As I understand it the campaign will have a lot of undeads and haunts. It's a campaign with a horror flavor.
So far this is what I have come up with.
Personality: A friendly person who like all living things, even animals. He hates undeads, constructs and anything unnatural. He is a bit absent minded, but takes honor seriously. If you promise someone to help, you should follow it thru. He doesn't really hate evil people, but dislike evil as a principle.
I have this idea that he is a bit eccentric and thinks he has some gnome blood in him (aand perhaps he has?). Although I'm not sure how he could have a gnome in the family, even if it was way back when. This is purely flavor wise. Any suggestions how this could be possible - without being farfetched - would be great. If not, I probably drop the idea. Or perhaps he grew up with gnomes?
Sex: Probably male
Race: Human
Favored class option: Bonus spells
Class: Life Oracle
Alignment: Neutral to start with, he will probably switch to LN or NG.
Ability Scores:
STR 11
DEX 14
CON 14
INT 12
WIS 10
CHA 17 (15+2)
Oracle's Curse: Lame. I have Hugo 'Hurley' Reyes (from Lost) and House MD as inspirations so it sort of fits.
Revelation: at level 1: Channel Energy. at level 3 he will probably pick Energy Body.
Traits:
1: Something that gives him knowledge Local as a class skill.
2: ?
Skills: Heal, Diplomacy, Knowledge local, Knowledge local religion, Knowledge (history) and Spellcraft
Feats:
1: Selective Channel
2: ?
Spells: Bless, CLW + ? Last spell will probably be protection from evil, or Magic Stone, but I'm not sure.
At higher levels he will focus on summons So eventually he will pick spell focus conjuration and Augment Summoning.
So what should he do at lower levels during battle? Sling, Cross bow? I don't really want to invest in a lot of archer feats. Our DM is kind enough to let Point Blank Shot and Precise shot apply to spells (rays /range touch attacks), but still that is two feat.
My Oracle will probably pick Searing Light, but are there any other good ray spells in UC or UM?
Is there a feat that lets him expand is spell list so he can pick a druid, bard or wizard spell? Clerics doesn't really have any good conjuration spells or rays.
Are there any new good Cleric or Oracle spells in APG, UC and UM. I Have them as books/PFD but there are always a risk you actually miss some gems in the books.
Any advice will be greatly appreciated.
| Zark |
You could tale Dangerously Curious as a second trait. It gives you +1 on UMD and makes it a class skill for you (which with a high Cha is not a bad thing to have).
For your sencond feat you could take Extra Revelation and get Energy Body at first level.
Hello!
Yes I agree. Dangerously Curious is a great trait. Problem is my last character had it, so I don't know if I should pick it again. I don't want to repeat myself. But then my last char was a Wizard, so...It is very tempting.I won't pick Energy Body at level 1 because it can only be used 1 round per day at level 1, so I probably wait until level 3 or 7.
InVinoVeritas
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You said that you're not big into healing. I'm guessing that you plan to perform any healing the character will do outside of combat? Or do you expect to be healing during combat?
If you are, then Extra Revelation (Safe Curing) is a possibility, otherwise Extra Revelation (Delay Affliction) would be a good choice. If you're thinking of maximizing your Heal skill over the game, then Extra Rev (Healing Hands) is another decent choice.
Point Blank Shot isn't bad, especially if it will be eventually teamed up with Reach Spell.
Since you're considering Energy Body, you might do well to take Improved Unarmed Strike.
Cory Stafford 29
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If you are entering an undead heavy campaign, the main thing you will want to do in combat is channel energy to deal damage to undead, and switch to channeling to heal when necessary. Your first two feats should be extra channel for more channels a day and improved channel to increase the DC undead have to save against the channel damage. I did this in a current Carrion Crown campaign and it's worked out well. Lots of undead have went down due to my channeling. I've defeated more enemies than any other party member and have still managed to heal a lot. Still we've had two party deaths, one due to splitting the party (never a good idea) and one mainly due to bad luck. I would pick up selective channel at 3rd level.
Secane
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While channeling is useful against undead... do be reminded that some undeads can damage ability scores as well as hp.
Having played a Life Oracle at low levels before, I find the 1 level behind the Cleric in terms of spell levels, a big minus for the Oracle.
Imagine a party member or yourself suffering damage to an ability score like say Str. At Lv 3, a Cleric has access to lesser restoration can patch the party back up in a day or 2.
BUT! A Life Oracle won't have access to lesser restoration/level 2 spells till lv 4... and for the whole level, your party have to find some way to avoid get ability damage or pay someone ELSE other you, the party healer, to patch them back up...
Not to mention unlike a MMORPG, spells like Comprehend Languages, Endure Elements and other "situational" spells are often needed. A Cleric can pray for such spells as needed by just praying for 15mins, while an Oracle have to HOPE that they pick the right spells EACH time they level.
Please look into what your party will need for this campaign. A healbot is not always the best.
| Zark |
@ InVinoVeritas. My plan is to only use cure spells in battle as plan B. I'm a firm believer that casting cure spells in battle is usually a bad. Especially at higher levels. Exceptions are if you can cast them as a move action or a swift action. I probably pick Combat Healer at level 11. ) Heal or mass heal is another matter though.) We have a barbarian in the party. So I'm think Life Link could be an option. Perhaps at level 7 or as a Extra Rev. Healing Hands would really fit this character, but is heal as a skill any good at higher levels? Yep, Healing Hands fits him, but I'm a bit hesitant. As for Improved Unarmed Strike. I checked with my DM. Any attack made with the positive energy will be as attacking with a touch spell. It won't provoke an attack of opportunity. I'm not really sure why point plank shout would be good with reach spell. Could you explain it? Reach Spell - as all meta magic feats, is a bit awkward when you are spontaneous caster since it takes a full round action cast them.
@Cory Stafford. I have been considering both extra channel for more channels a day and improved channel. Extra channel would be nice since I might pick swift channeling. I feel, wrong or right, that If I spend too much feats on channeling I will put all the eggs in one basket. But is perhaps not bad.
@Secane: I'm set on playing a Life Oracle. I want to try it. Might not be a good choice, but I want to try it out. I agree, Lesser restoration and remove paralysis at level 4 will hurt. I guess I have to get some scrolls at level 3.
@ InVinoVeritas, Cory Stafford and Secane: Any advice on what to do during battle at lower levels? Any advice on traits or spells?
InVinoVeritas
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Since you're Medium sized, have a higher Dex than Str, a paladin, barbarian, and alchemist on your side, and a lower speed via Lame, you'll be more effective in combat generally with ranged attacks instead of melee attacks. Use a light crossbow and cast Bless a lot at low levels. This is part of the reason I recommended Point Blank Shot (and Precise Shot).
Were you originally planning to take any metamagic? I use spontaneous casting all the time, and I usually don't mind having to take a full-round action to cast--once I'm in position, that move action isn't all that useful to me, and I might as well use it casting. Reach Spell is a good feat in emergencies, especially if you're lame (I'm here, my partner needing healing is way over there). Reach is also useful for delivering touch spells at range, like Cure on undead or Bestow Curse. In those cases, it's a ranged touch attack--thus potentially getting Point Blank Shot's bonus.
You'll likely end up being a pillbox-style caster when you're not facing undead. You'd park in one place and spam spells from there. There are lots of buffs to choose from.
I'm assuming that you'll take the extra favored class HP for the first three levels (unless you really like orisons). For traits, not taking Dangerously Curious means you can take Focused Mind or Gifted Adept instead. I personally like Focused Mind. Given your character background, my recommendations are Focused Mind and Adopted (Gnome, Animal Friend). Make sure you have a pet.
As for spells, I'd choose starting orisons of Create Water, Detect Magic, Guidance, and Light. Stabilize is another good choice, and Mending makes a good fifth or sixth choice. For first level, you get the Cure line for free, and the first two spells I'd choose are Bless and Shield of Faith. Bless is a no-brainer, but Protection from Evil, Remove Sickness, and Command are also decent choices. If you go the buff-caster route, then Sanctuary eventually becomes a good choice, too (but it can be saved for later; your party is your Sanctuary right now).
| Maddigan |
I had fun playing a Life Oracle.
Made it all the way to 20. The Life Oracle was extremely hard to kill. I took Endurance and Diehard. I took the Life Elemental Revelation and all the boosted curing.
If you want, you can focus on being a combat Life Oracle. Make yourself hard to kill and buff yourself to kill others.
| Zark |
@InVinoVeritas: I probably pick PBS or some channeling feat or even toughness (or great fortitude) at level 1. Yes I will get HP or skills points the first three levels. Oracles eventually get 6 orisons and that is enough. Focus mind sounds good, especially since it will give my character some more background and since he is going to cast a lot of full round action spells (summon spells) at higher levels. Thanks for the advice on Remove Sickness. I hadn't noticed this spells.
@ Bigtuna Problem with Channeling damage is it doesn't scale well unless you're fighting many. When fighting one (or even two) powerful undead it is probably not worth it.
Mummy and Wraith. Both are CR 5 and have +8 will saves vs. channeling.
At level 5 the averaged damage is 10. They will have something like a 50% chance of making the save, and if they to the damage is 5.
Magic stone with PBS will deal 10 damage (if you hit). On the other hand, both monsters have a good AC a Mummies have DR 5. Channeling damage (and healing) doesn't scale well and channel resistance is a problem when fighting more powerful undeads. The Sun Domain gives you a nice boost if you are a cleric, but for now I'm set on the Oracle. I guess Consecrate will have to be my friend. Consecrate also is a debuff, which is nice. Quicken channeling will probably be a feat I will pick.
@ ElyasRavenwood: Yep. I will get wands and Scrolls.
@ Petty Alchemy: Yes I know the Life Oracle might be boring, but I want to try it out. Thanks for the warning, but I rather have advice.
@Maddigan: I'm not going to pick Endurance and Diehard, but probably toughness and/or great fortitude. Won't be a combat Life Oracle, but rather a spell Life Oracle. Will try to focus on buffs and battle field control and summons.
@all of you helpers. Thanks for all of your help! Are there any new good rays for clerics/Oracles? Anym ore advice you can give me?
Carnithia
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The diety you pick can give you access to some fun channel feats.
Milani gives you Beacon of Hope. Everyone you heal with channel energy gets heroism for a number of rounds equal to your charisma bonus. This is what my life oracle did. I also took duel-cursed archetype. Misfortune has saved several party members.
| SmiloDan RPG Superstar 2012 Top 32 |
My favorite oracle spell is murderous command.
If you're flexible on race, the Samarsan (sp?) race gives you access to spells from other spell lists.
If you eventually get Quicken Channel, you can heal as a move action, which lets you do other stuff on your standard action, such as fighting, casting, channeling again, using a revelation, using a wand or scroll, Aiding Another, etc.
Also, the paladin can heal himself, the barbarian has a ton of hit points, and the alchemist can heal himself and get more hit points from his mutagen. So you might not need to do a lot of healing all the time. It's definitely useful to have a healer in the party, and sometimes it can be a lifesaver, but definitely plan on being able to do different things in combat. Archery is useful, reach melee is useful, spell casting is useful.
Maybe take a trait to give you Intimidate as a class skill, and use one of the many ways to use Intimidate in combat.
Carnithia has some great ideas about adding carrier effects to your channels. You're going to have a lot of them, so you might as well use them.
Bigdaddyjug
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Peri-blooded aasimar (emberkin) oracle 8 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +1 natural, +1 shield)
hp 67 (8d8+24)
Fort +7, Ref +5, Will +9; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cestus +0/-5 (1d4-2/19-20)
Special Attacks channel positive energy 10/day (DC 21, 5d6)
Spell-Like Abilities (CL 8th; concentration +15)
1/day—pyrotechnics (DC 19)
Oracle Spells Known (CL 8th; concentration +15)
4th (4/day)—blessing of fervor[APG] (DC 21), cure critical wounds, restoration
3rd (7/day)—cure serious wounds, dispel magic, magic vestment, neutralize poison
2nd (8/day)—burst of radiance (DC 19), cure moderate wounds, flaming sphere (DC 19), hold person (DC 19), lesser restoration, scorching ray, spear of purity[UM] (DC 19)
1st (8/day)—burning hands (DC 18), cure light wounds, detect evil, detect undead, magic weapon, murderous command[UM] (DC 18), protection from evil, shield of faith
0 (at will)—create water, detect magic, detect poison, guidance, light, read magic, resistance, stabilize
Mystery Life
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Statistics
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Str 7, Dex 12, Con 16, Int 14, Wis 12, Cha 25
Base Atk +6; CMB +4; CMD 15
Feats Extra Channel, Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits dangerously curious, tomb raider
Skills Acrobatics -2 (-6 to jump), Diplomacy +16, Heal +6, Knowledge (history) +9, Knowledge (nature) +10, Knowledge (planes) +11, Knowledge (religion) +10, Perception +9, Profession (soothsayer) +9, Spellcraft +13, Use Magic Device +18; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Osiriani
SQ oracle's curse (blackened), revelations (life link, channel, spirit boost)
Combat Gear lesser reach metamagic rod[APG], potion of cure moderate wounds, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, lesser restoration, wand of bless (50 charges), wand of cure light wounds; Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], mithral buckler, cestus[APG], amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +4, iron holy symbol[UE], spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, heavy horse (combat trained), bit and bridle, cold weather outfit, masterwork backpack, riding saddle, 1,503 gp, 2 sp
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Special Abilities
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Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Life Link (8 max bonds, 180 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Oracle Channel Positive Energy 5d6 (10/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Spirit Boost (8 HP, 8 rounds) (Su) Healing beyond maximum becomes temporary HP.
I took Fey Foundling at level 1 and Selective Channeling at 3. Since you're a human you can get both at 1. I'd highly recommend Life Link at 3 rather than Energy Body.
| Rory |
S: 11 D: 14 C: 14 I: 12 W: 10 Ch: 17 (20 pt human)
Feats:
Spell Focus: Conjuration (human)
Augment Summoning (1st)
Selective Channeling (3rd)
Quicken Channeling (5th)
Revelations:
Channel Energy (1st)
Life Link (3rd)
Energy Body (7th)
Strategy: Levels 1 thru 3
Levels 1 thru 3 can be really, really dull as a life oracle due to not enough spell slots.
Since you want to summon, start early rather than later. One round of a celestial eagle is 3 attacks for 1d4+2 damage with Augment Summoned. That's the best damage potential you'll have with your stats. The best part is that your 2 and 3 level get extra boosts since the eagle will still be out and about.
Spells: Summon Monster I, Command (or Murderous Command / Cause Fear), Cure Light Wounds (free)
Use Channel Energy for healing to save your spell slots. Use scrolls of Bless, or even a wand, rather than using spells known for Bless.
2d6 Channel Energy is much better in combat than 1d6. That's when it's better to start thinking about incombat healing potential to have Selective Channel (i.e. better as a level 3 feat).
Scrolls! Wands! Scrolls! Alchemist Fire! Scrolls! <-- means to give early combat life extra pizzazz
Strategy: Level 4
Pick up Summon Monster II. Swap Summon Monster I for another first level spell. Remove Sickness is a really nice level 1 spell to get.
Strategy: Level 5
Quicken Channel may half your channels per day, but you suddenly have good action economy for incombat healing. The aim is to heal after combat still, but now you have means to do so in combat and still do other meaningful actions as well.
Streategy: Level 6
You'll have enough spell slots to finally be able to feel like a true caster. The sky is the limit as they say.
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Some things to consider...
You can become a much more powerful healer/buffer quicker if you forsake Augment Summon and pick up Fey Foundling and Extra Revelation (Energy Body at level 1) early. Life Link at level 3 is good healing (in combat also) with Fey Foundling channels to back it up.
Spirit Guide is a great oracle archetype to take as a Life Oracle. You are only needed 3 revelations (Channel, Life Link, Energy Body), so losing some to open up nice flexibility options can be really nice. I personally like the Ancestors spirit for CHA to all INT skills as well as CHA to spiritual weapon spells (PFS at least).
Dual Curse is also a great archetype. The Misfortune revelation, even if only used to have enemies reroll a known crit chance, is just plain crazy good.
If you want to have good healing in combat, then Life Link and Quick Channel are the go to mechanics for the Life Oracle. Without them, I'd agree that in combat healing is mediocre at best.
Consider the Flagbearer feat. Since you aren't going to be melee attacking anyways, you might as well give your party and your summoned critters an extra +1/+1.