Life Oracle critique desired


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First, many thanks to Sean FitzSimon! He put together a wonderful oracle guide that was alot of help (even if I'm not following all his recomendations).

Making a character that will start in the 3rd book of the Carrion Crown series at 7th level. We've nearly completed the second book, but please don't spoiler the rst of the AP for me. Also, I am aware that the GM has modified some things.

slight spoiler:
We have been encountering lots of undead (both corporeal and incorporeal) and a few outsiders. Information we have so far suggests we will soon be encountering lycanthropes and that more undead, necromancers, and outsiders are on the way.

Group is:
dwarf 3.5e mind blade/rogue
human fighter, crossbow
human(ish), gunsinger, tank, with pistols
dwarf paladin, high strength, sword & board
{ me - gnome wizard diviner, retiring this character }

GM gives out lots of very powerful magic weapons. So the group is well equiped offensively.

Group has very little healing capability. Started with a cleric, but he died and was not raised (player became the gunslinger). Paladin has some but has not been enough. We have had very little time, opportunity, or vendors from which to buy healing magic items. So the often repeated "buy a wand of cure light wounds" does not work in this campaign. Besides what we have needed even more than damge healing is condition removal. Lessor restoration, restoration, neutralize poison, remove disease, etc. The paladin gets 1 (might be up to 2 now) lesser restorations a day. We have tended to burn through that in the first encounter. We've used up all the heal/cure items we've been able to find.

Consequently, I am making a life oracle to HEAL. Plus since cures and channels damage undead I should be a decent blaster against them. I present for your review:

----------------------------------------------------------------------

Bob Robertson
Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Misfortune 1st, Life Link 3rd, Fortune 5th, Energy Body 7Th, (?Combat Healer 11th?), (?Enhanced Cures 15th?)

Feats: improved channel 1st, alignment channel 1st, construct channel 3rd , reach spell 5th, piercing spell 7th, (?bouncing spell 9th?),

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), know the enemy, murderous command, detect undead, protection from evil, shield of faith, obscuring mist, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, spear of purity, consecrate, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse

Skills: 42
diplomacy 2, heal 1, know hist 1, know planes 7, know religion 7, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, umd 5

Wealth: 23,000
mule back cords 1000 (due to only 10 str)
+1 mithral breastplate of ghost touch 20,200 (not sure of this, but I'd sure like it even if it uses up most of my cash)

----------------------------------------------------------------------

What do you think? Not very much of this is set in stone if people can convince me something else is better.


A life oracle with certainly shine in Carrion Crown (I play in it right now, we just finished book IV).

Your choice of revelations seem pretty nice. Which one's you pursue at higher levels will depend on your preferred method of healing in combat, I suppose. I assume with Reach Spell you won't be needing safe curing as much, for instance. Lifesight will probably be less nice than it usually is, because of the many undeads.

I probably wouldn't spend so many feats on the offensive channeling powers - undeads are fairly abundant in this campaign, and without spoiling much I don't suspect either alignment channel or construct channel will see much use. Maybe look at Selective Channel, Extra Channel or Quicken Channel instead, for more healing oomph.

Reach Spell is nice for a healer. Piercing Spell I'm not a huge fan of - generally I would just look at Spell Penetration instead, though I guess piercing has situational use. But how often do you wan't to cast a low level spell against a high level enemy with high SR anyway? Eventually you'll probably want quicken spell, but it can wait until fairly late in the campaign.

The Eldritch Heritage feats can be very nice for Oracles, since you got the Charisma for it. If the powers of a certain sorceror bloodline strike your fancy, consider investing in this.

Liberty's Edge

Well, Feat-wise, I'd definitely grab Quick Channel, and probably Selective Channel as well, maybe instead of another Channel Feat or two (Construct Channel maybe...that doesn't seem to exist, and isn't very useful if it's what it sounds like). I'd also be inclined to grab Combat Healer instead of one of the other Revelations.

Why? Beause they let you win on action economy. With Quick Channel and Combat Healer you can heal two different ways and do something else (or heal three different ways) all in the same turn.

Equipment-wise, there's no reason for the Breastplate to be Mithral, skip that and get, I dunno, a Cloak of Resistance and a Handy Haversack instead of the Muleback Cords, as well as a Headband of Charisma +2. Something like that anyway. I mean, an ordinary Ghost Touch Breastplate is only a bit over 4,000 GP.

Personally, I'd also drop Wiz to 7 and Cha to 19 (going back to 20 at 8th) and get Str 14 and actually be decent in melee (and buying a Morningstar +1 or something, too). But I can see going the other way on that one, I suppose.


Oh yes, you should certainly not spend so much of your money on your armor. Do get a headband of cha and a cloak of resistance at least. Saves are important in CC. Ghoust touch is not worth spending so much money on so early. I know chapter I in CC is all about incorporeal undead, but they don't show up nearly as often in book 3-4, at least. I don't know about later on, but by then you'll better be able to afford ghost touch armor anyway.

Deadmanwalking - > you seem to have the pricing of the armor wrong. Ghost Touch is a +3 enchantment on armor, though +1 on weapons, so it's QUITE expensive. And not because of the mithral.

Liberty's Edge

Corlindale wrote:
Deadmanwalking - > you seem to have the pricing of the armor wrong. Ghost Touch is a +3 enchantment on armor, though +1 on weapons, so it's QUITE expensive. And not because of the mithral.

See? This is what I get for not checking up on this stuff before posting. My bad.

The Mithral's still superfluous and would allow other purchases...and frankly, as Corlindale notes, at +3, the Ghost Touch is probably not worth it at this stage. For the same price you could get all the stuff I mention above and at least +4 AC (+1 Buckler, +1 Ring, +1 Amulet) so unless more than a third your adversaries are incorporeal it's not worth it even on AC (never mind the +2 to all saves and +1 to Save DCs).


DOH! I didn't notice the word 'outsider' in alignment channel. Yeah, there are not usually lots of low power outsiders. I will definitely drop that one.
I can't find the construct channel anymore either. I know I read it, so maybe that was one of my old 3.x books.

I will take quick channel. I will check out the eldritch heritage feats, but I'm not sure if I want that for this build. Most of the good ones seem to be melee/offense oriented, which I am not.

And I was considering switching the order of the energy body and combat healing revelations. But energy body has such a kool factor that I really want it. Still thinking about this one.

Ok, I'll drop the ghost touch. But I will still keep it mithral. I don't like being slowed down when i'm playing a fairly squishy character.


Ok, now I've got:

Bob Robertson
Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Misfortune 1st, Life Link 3rd, Fortune 5th, Energy Body 7th, (?Combat Healer 11th?), (?Enhanced Cures 15th?)
I might switch 7th and 11th.

Feats: improved channel 1st, quick channel 1st, bouncing spell 3rd, reach spell 5th, piercing spell 7th, (? 9th), (? 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), know the enemy, murderous command, detect undead, protection from evil, shield of faith, obscuring mist, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, spear of purity, consecrate, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse

Skills: 42
diplomacy 2, heal 1, know hist 1, know planes 7, know religion 7, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, umd 5

Wealth: 23,000
mule back cords 1000 (due to only 10 str)
+1 mithral breastplate 4,200


Anther question, does the Carrion Crown trait Subject of Study (i would pick undead) give the damage bonus to spells and channel or only to weapons?

It doesn't really say.


Nitpick: You can't take Quick Channel as a 1st level feat, because you don't meet the requirements by then. But just shift it around with one of your metamagic feats and you're good.

I like Persistent Spell better than Bouncing Spell myself (despite the higher level adjustment), but your mileage may vary. Bouncing Spell does have the additional advantage of working on SR, but there aren't nearly as many spells that play nicely with it. Unless you have particular spell(s) in mind I would probably go with Persistent instead, for more general utility and ability to apply to Mass spells.

Liberty's Edge

Technically, you can't get Quick Channel till 5th level, so you should swap it and Reach Spell. Doesn't matter a whole lot, but sems worth noting. I'd still also really reccomend Selective Channeling over one of those Metamagic Feats if you intend to actually Channel much. Not being able to channel without healing your foes sucks, and is a situation you'll face, even in Carrion Crown.

And you should really skip the Muleback Cords for a Handy Haversack and a Cloak of Resistance +2 or +3. You have the money and need the saves. I'd personally spend other money on AC items, but a Phylactery of Channeling is also a good purchase if you want to focus on that.

As an Oracle of Life you get to add Handle Animal, Knowledge (Nature), and Survival to your skill list. Just noting since you have none of them. If that's intentional, cool, but a rank of Knowledge (Nature) would probably be a good plan.


Oops. Missed a couple of those skills and level requirements.
I haven't noticed many good mass effect spells on the divine list. I think all of the offensive spells I got would work with bouncing. But I haven't researched the higher level divine spells very much.
The muleback cords are cheap so I will probably get both the cords and the haversack. I will start putting some real planning into the items this evening.

Ok, now I've got:

Bob Robertson
Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Misfortune 1st, Life Link 3rd, Fortune 5th, Energy Body 7th, (?Combat Healer 11th?), (?Enhanced Cures 15th?)
I might switch 7th and 11th.

Feats: improved channel 1st, selective channel 1st, bouncing spell 3rd, quick channel 5th, piercing spell 7th, (reach spell 9th), (? 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), know the enemy, murderous command, detect undead, protection from evil, shield of faith, obscuring mist, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, spear of purity, consecrate, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse

Skills: 42
diplomacy 1, handle animal 1, heal 1, know hist 1, know nat 1, know planes 6, know religion 6, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, survival 1, umd 5

Wealth: 23,000
mule back cords 1000 (due to only 10 str)
+1 mithral breastplate 4,200

Liberty's Edge

I'd definitely go with Reach Spell over Piercing Spell, personally. The ability to cast healing at range is excellent.

And the down side of Muleback Cords is that they use the Shoulder slot...the same one as a Cloak of Resistance, an item nobody should be without.


Ouch, I hadn't realized they used the shoulder slot.

Yeah, guess I'll have to drop those.

Just realized know the enemy has a 1 minute casting time. So I can't use it during combat. I think I will switch that out. Not sure for what yet.


For Bouncing Spell, Searing Light (not a targeted spell) and Spear of Purity (effect on a failed save) won't work, and Bestow Curse would only work in practice if you also apply Reach spell to it, since you're rarely in melee with two eligible foes at a time. Also, none of the "cure" spells would work with bouncing on undead targets, neither would Heal.

Murderous command and oracle's burden work, but I'm not sure they're worth spending the feat on - many of your enemies are immune to MC, and OB is pretty negligible against most foes with your curses. Not sure what it is you intend to use Bouncing Spell with, that's why I said you should have a plan for it. As I said, many spells don't work with it.


Searing light is a ray that affects a single target. Why would that not work with bouncing spell?

And I just remembered with the tongues curse, i need to switch out murderous command. Almost noone will be able to understand me.


Kydeem de'Morcaine wrote:

Searing light is a ray that affects a single target. Why would that not work with bouncing spell?

And I just remembered with the tongues curse, i need to switch out murderous command. Almost noone will be able to understand me.

It's not a target spell. It is a ray.

Target is a game term. Let me show you a two examples.

Searing Light
School evocation; Level cleric 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

Slay Living
School necromancy [death]; Level cleric 5
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

Bouncing Spell is not good for you.

Also, reach spell is nice if you are a wizard, druid or cleric but not if you are a spontaneous caster. Applying a meta magic feat to a spontaneous casted spell will increase the casting time to a full round action. So, not so good if you are a spontaneous caster.


Hmm... Guess I didn't understand the 'target' well enough.

Bob Robertson
Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Misfortune 1st, Life Link 3rd, Fortune 5th, Energy Body 7th, (?Combat Healer 11th?), (?Enhanced Cures 15th?)
I might switch 7th and 11th.

Feats: improved channel 1st, selective channel 1st, reach spell 3rd, quick channel 5th, spell penetration 7th, (greater spell penetration 9th), (quicken spell 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), sanctuary, bless, detect undead, protection from evil, shield of faith, obscuring mist, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, spear of purity, consecrate, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse

Skills: 42
diplomacy 1, handle animal 1, heal 1, know hist 1, know nat 1, know planes 6, know religion 6, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, survival 1, umd 5

Wealth: 23,000
+1 mithral breastplate 4,200


What do you guys think about the spells I've picked so far?

Next level I was planning to take create water, dispel magic, and blessing of fervor.

Liberty's Edge

Kydeem de'Morcaine wrote:

What do you guys think about the spells I've picked so far?

Next level I was planning to take create water, dispel magic, and blessing of fervor.

Spell selection looks pretty good. I'd personally go with something other than one of Spear of Purity and Searing Light. They both basically serve the same role in a fight (mediocre spell, but actually deals direct damage). Of the two, I'd scrap Searing Light and take Dispel Magic right now.

Then, next level, you can grab some other 3rd level spell (Summon Monster 3, maybe. Having some sort of summoning is handy).


I think you might be underestimating the worth of Enhanced Cures. I played a Life Oracle to level 20 and I used Cure Light Wounds all the way because 1d8+20 is damn good healing for a level 1 slot (also Mass Cure Light Wounds being 1d8+20 to each target is amazing.)

I would replace Energy Body or Life Link with Enhanced Cures if I was you.


Deadman,
I usually like summon X. But our group is already 5 people. We usually have at least 1 NPC with us, sometimes 2. The encounters already kinda drag out and I don't want to be responsible for slowing it down even more.

I'll see if there is something else I want in place of one of those 2.

Eideann,
I probably wouldn't take enhanced cures yet because it doesn't give me hardly anything right now. Though it is worth while at 11th. I will think about it. I will definitely take energy body. Turning into a light elemental is just too kool to pass up. I might switch it with the combat healer, but quick cures are also nice.


Ok, I will switch out either the spear of purity for pilfering hand or searing light for chain of perdition. Not sure which yet.


Pathfinder version of dispel magic is nerfed. I would pick Prayer or Magic circle against evil.

First level spell you should pick Ant Haul. All your carrying problems are now over.
Grace and remove paralysis are good 2nd level spells.
Blessing of fervor is fantastic.


Energy Body is nice for multiple reasons:
Allies can move thru you, gaining free healing at no action cost to you.
You are immune to tons of stuff, including Poison and Crits and Flanking.
It's so nice, you will be wishing you had more rounds/day :-)

You tuned into that Enhanced Cures doesn't do anything until you have hit the Cap anyways,
but over all, as a CHA based caster with both Cure spells and Channel, you should have TONS of healing capability.
You shouldn't really need Enhanced Cures to cover normal healing out of combat,
if you want to make sure your in combat Cures are effective,
why not get a Rod of Maximize, which is useful for other things as well?


If you wan't to play a dedicated healer, I think Shield Other is a must. Having just played a Life Oracle, using Shield Other to shift damage around was one of those thing that made using channels to heal during combat.

The Fey Foundling feat would also be a nice choice, ensuring that you keep yourself standing.

I would suggest not having a magic armor at all. Have a agile mithril breastplate, but use Magic Vestment to gain the enhancement bonus. Unless you needs both hands free, take a shield with Magic Vestment on it as well. At lvl 7, you might need the spell slots, but in a few levels, that won't be a problem.

I am not sure, I would bother with quick channel. While it is a nice effect, it burns your channels fast.

While it is a bit expensive on your current wealth, I think you should spend the 11k on a phylactery of positive channeling.


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Regarding Muleback cords: Increase cost of cords to 2000gp (2x) and make them slotless. Alternately, increase cost to 1500gp (1.5x) and combine them with the cloak of resistance. They are inexpensive enough where this shouldnt be a problem. - Gauss


Gauss just beat me to it... you only incur a 500 gp penalty for combining muleback cords to a cloak of resistance, definitely worth it. You might think about a soothsayers raiment if you feel like you want more revelations asap. Life link is a bit of a tough call. At lower levels when it does the most "good" it also makes your strongest heal (at this point channel) very hard to use. Mid levels I found myself sucking up a lot of party damage without having a really efficient way of healing myself (we have the same issue with wands... haven't gotten my hands on a single CLW wand yet)... it isn't till the heal spell comes around that chomping up everyone elses damage gets great, but by that time ppl are getting hit for 30+, so the 5, while helpful, begins to feel a little paltry. With wands or less combats a day it can be really nice... if you are stretched thin already, well I just don't like going into the last combat of the day in the "one hit kills me" range... turns out the least helpful life oracle is a dead life oracle.

Selective channel is a must... I would still pick up dispel, if for nothing else than trying to cover for the rogue on magical traps.

Lastly, healing is a somewhat thankless job a lot of the time (re: can be boring/a bit depressing), figure out something you like/want to do with the character that doesn't involve using his spell slots all the time.... or, alternatively, take SM... you may have a decent sized group, but it is nice to run something once in a blue moon that really takes it to the enemy.


About eldrich heritage:

- Arcane could be nice for either a bonded item or else a familiar
- Celestial can add some ranged healing for good PCs. It's not much but enough to stop bleeding
- there is one that lets you fire slimey globs that work as tanglefoot bags

Do you have plans what to do with your offhand? If you don't want to use a shield or twohanded weapon you could take a look at the flagbearer feat, as you don't seem to have a bard. But check how it stacks with bless before you take both.


Bob Robertson
Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Misfortune 1st, Life Link 3rd, Fortune 5th, Energy Body 7th, (?Combat Healer 11th?), (?Enhanced Cures 15th?)
I might switch 7th and 11th.

Feats: improved channel 1st, selective channel 1st, reach spell 3rd, quick channel 5th, spell penetration 7th, (greater spell penetration 9th), (quicken spell 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), sanctuary, bless, detect undead, protection from evil, shield of faith, ant haul, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, pilfering hand, grace, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse
{lvl 8 planning to take create water, dispel magic, blessing of fervor}

Skills: 42
diplomacy 1, handle animal 1, heal 1, know hist 1, know nat 1, know planes 6, know religion 6, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, survival 1, umd 5

Wealth: 23,000
+1 mithral breastplate 5,200
+1 darkwood heavy shield 1,260
+1 cloak of resistance 1,000
+2 headband of charisma 4,000
Phylactory of positive channeling +2d6 11,000
Total of magic is 22,460
not many items, but they are good ones


If I take shield other, i probably wouldn't need life link. Can you cast shield other on more than 1 person at a time? We usually have 2 sometimes 3 people taking damage at the same time.

Liberty's Edge

Kydeem de'Morcaine wrote:
If I take shield other, i probably wouldn't need life link. Can you cast shield other on more than 1 person at a time? We usually have 2 sometimes 3 people taking damage at the same time.

No reason you couldn't. You need a pair of rings for each person, and will wind up taking a lot of damage yourself in that case, plus burning several spells, but it's legal.


Ok, thx. I may take 'shield other' in place of 'grace' and drop the 'lifelink' for earlier 'combat healer.'

Anybody know, does the Carrion Crown trait 'Subject of Study' (i would pick undead) give the damage bonus to spells and channel or only to weapons?

It doesn't really say.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

How do you get 2 revelations at 1st level? A basic oracle has revelations at 1st, 3rd, and 7th levels, and your archetype gives you an extra revalation at 5th level. You did not take the Extra Revelation feat, so you seem to have one more revelation than you should have.


Kydeem de'Morcaine wrote:

Ok, thx. I may take 'shield other' in place of 'grace' and drop the 'lifelink' for earlier 'combat healer.'

Personally, I'd stick with Life Link over Shield Other. With Shield Other, 1. it's a spell slot for each ally and 2. that's potentially a lot of damage to take in one round if you have it on multiple allies. I like the Energy Body/Life Link combo - it basically gives your allies fast healing and you can heal yourself as a move action. Also, Life Link has a medium range and can be dismissed as an immediate action; whereas with Shield Other, you and your allies have to stay within close range and it requires a standard action to dismiss.

If you plan to use your channel energy for mainly offense vs. undead, (and from your build, it looks like that's the way you're headed) you won't get as much use out of Selective Channel. It's a great feat if you want to heal your allies and avoid healing a living foe, but you won't need to worry about that against undead. I think you may get more use out of Extra Channel instead.

For 3rd level spells, I've had a lot of fun with Chain of Perdition. I highly recommend it. If you can get your hands on a scroll of Remove Curse, I'd swap that one out. Your group's Paladin will eventually be able to cast it or possibly take it as a mercy at 9th level.


You one one too many revelations.
You don't get 2 at level 1... without using a feat to get the 2nd of course... which you didn't appear to take.

Misfortune is not a bonus mystery revelation, its just one you can take to replace another ... whenever you can take a new one


Oh, and as an aside... Dual Cursed archetype seems to take away the extra class skills you get for the Life Mystery... so handle animal, knowledge (nature), and survival are no longer class skills for you, I think.

Not 100% sure on this.

Not to say you might not just be taking the skill point in a them as cross class... but in case you were not.


EvilMinion wrote:

You one one too many revelations.

You don't get 2 at level 1... without using a feat to get the 2nd of course... which you didn't appear to take.

Misfortune is not a bonus mystery revelation, its just one you can take to replace another ... whenever you can take a new one

You are correct, I misread that one.

EvilMinion wrote:

Oh, and as an aside... Dual Cursed archetype seems to take away the extra class skills you get for the Life Mystery... so handle animal, knowledge (nature), and survival are no longer class skills for you, I think.

Not 100% sure on this.

Not to say you might not just be taking the skill point in a them as cross class... but in case you were not.

I think that just says no additional ones not that you don't get the ones already granted. But I'm also not sure of that.


Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance)
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Life Link 3rd, Misfortune 5th, Energy Body 7th, (?Combat Healer 11th?), (?Enhanced Cures 13th?), (?Fortune 15th?)
I might switch 7th and 11th.

Feats: improved channel 1st, selective channel 1st, reach spell 3rd, quick channel 5th, spell penetration 7th, (greater spell penetration 9th), (quicken spell 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), sanctuary, bless, detect undead, protection from evil, shield of faith, ant haul, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, pilfering hand, grace, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse
{lvl 8 planning to take create water, dispel magic, blessing of fervor}

Skills: 42
diplomacy 1, handle animal 1, heal 1, know hist 1, know nat 1, know planes 6, know religion 6, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, survival 1, umd 5

Wealth: 23,000
+1 mithral agile breastplate 5,400
+1 darkwood heavy shield 1,260
+1 cloak of resistance 1,000
+2 headband of charisma 4,000
Phylactory of positive channeling +2d6 11,000
Total of magic is 22,660


Gilbin wrote:

...If you plan to use your channel energy for mainly offense vs. undead, (and from your build, it looks like that's the way you're headed) you won't get as much use out of Selective Channel. It's a great feat if you want to heal your allies and avoid healing a living foe, but you won't need to worry about that against undead. I think you may get more use out of Extra Channel instead.

For 3rd level spells, I've had a lot of fun with Chain of Perdition. I highly recommend it. If you can get your hands on a scroll of Remove Curse, I'd swap that one out. Your group's Paladin will eventually be able to cast it or possibly take it as a mercy at 9th level.

There have still been quite a few fights without undead so I think I want selective channel.

We have had almost no opportunity to buy anything, so I can't count on being able to get scrolls to take care of things like lycathropy. But I may think about it.


Stubs McKenzie wrote:

Life link is a bit of a tough call. At lower levels when it does the most "good" it also makes your strongest heal (at this point channel) very hard to use. Mid levels I found myself sucking up a lot of party damage without having a really efficient way of healing myself (we have the same issue with wands... haven't gotten my hands on a single CLW wand yet)... it isn't till the heal spell comes around that chomping up everyone elses damage gets great, but by that time ppl are getting hit for 30+, so the 5, while helpful, begins to feel a little paltry. With wands or less combats a day it can be really nice... if you are stretched thin already, well I just don't like going into the last combat of the day in the "one hit kills me" range... turns out the least helpful life oracle is a dead life oracle.

My bold.

Good points

Stubs McKenzie wrote:


I would still pick up dispel, if for nothing else than trying to cover for the rogue on magical traps.

True. This is also a good point. Also good if an alley get confused or charmed or whatever. Also, it's always good to have a plan B.

Stubs McKenzie wrote:

Lastly, healing is a somewhat thankless job a lot of the time (re: can be boring/a bit depressing), figure out something you like/want to do with the character that doesn't involve using his spell slots all the time.... or, alternatively, take SM... you may have a decent sized group, but it is nice to run something once in a blue moon that really takes it to the enemy.

This is so true!. I'm playing cleric with focus on spells and channel. She is a heal boot / spellcaster.

I have been talking to my GM about creating a new character and I have been asking the messageboards for help.
Why? Because, the cleric/oracle spell list isn't good or fun enough to play as a dedicated caster. Even with channel.

My GM told me it would get better and that she would get a cool magical item tied to her deity and I got some advice from the messageboards. Especially Gauss has help me much and given some really good advice.

My advice: Don't play a dedicated healer and don't play a Oracle just focused on casting and channeling. The spell list isn't good enough to play a dedicated caster.

You can still play a Life Oracle and heal you friends but give some focus on melee or archery.

Melee: You only need power attack and some good spells. Improved crit does help. Str 13 is enough. Just buff yourself with some spells. If you don't have any good weapon prof. Use a longspear. Longspear is actually good.

Archery: Point bland + PS + some more.

Finally: Healing in battle really doesn't work until you get heal. Also it isn't fun. Your mates wipes out the monsters in two round and then looks at you like:
- "So what did you do during the fight? Healed us? We did need any healing then. But you can heal us now. Use spells or a wand with CLW. We don't care".

Your healing can't keep up with the damage dealt by the monsters (unless you use heal or mass heal) and, as pointed out, it will be very boring and....Inefficient.


Yeah, I think I will switch out the life link and take shield other.

I think the blasting of undead (with heals, channel, and spells) along with some fun spells like chain of perdition and pilfering hand will give me enough amusement to make up for the boring healbot.

Due to our group makeup and my personal lack of efficiency, I do not want to make significant use of summoning spells.

Plus our group and campaign experience seems to be differnt from most. We are unable to rely on healing after combat and CLW wands. It is not uncommon for us to have someone either have to pull back due to low HP, actually down due to low HP, or unconsious due to massive damage.

Also, for various reasons we have not been able to purchase all that much in the way of healing (or any other) magic items. And we have had virtually no time to craft anything. So almost everything has to come from "renewable resources" within the party.

I will put up what I think will be the 'final' version later today.


Human, Oracle, Life Mystery, Level 7, Chaotic Good, Dual Cursed - Haunted and Tongues (celestial, doesn't advance), Worships Sarenrae
Str:10 Dex:12 Con:14 Int:12 Wis:8 Cha:20 (17+2human+1@4th)

Revelations: Channel 1st, Energy Body 3rd, Misfortune 5th, Combat Healer 7th, (Enhanced Cures 11th), (Fortune 13th), (? 15th?)

Feats: improved channel 1st, selective channel 1st, reach spell 3rd, quick channel 5th, spell penetration 7th, (greater spell penetration 9th), (quicken spell 11th), (? 13th), (? 15th)

Traits: CC Subject of Study (undead +1 damage), Sacred Conduit (+1 channel DC)

Favored Class Bonus: 1 hp for 1st 3 levels, bonus spell known after that

Spells Known: 7 7 5 2
0 - mage hand (B), ghost sound (B), detect magic, detect poison, light, mending, purify food & drink, read magic, stabilize
1 - cure light wounds (B), ill omen (B), sanctuary, bless, detect undead, protection from evil, shield of faith, ant haul, remove fear
2 - cure moderate wounds (B), oracle's burden (B), levitate (B), minor image (B), lessor restoration, pilfering hand, shield other, silence, resist energy
3- cure serious wounds (B), bestow curse (B), searing light, remove curse
{ lvl 8 planning to take create water, chain of perdition, blessing of fervor }
{ lvl 9 planning to take grace, dispel magic, ? 3rd, ? 4th}

Skills: 42
diplomacy 1, handle animal 1, heal 1, know hist 1, know nat 1, know planes 6, know religion 6, linguistics 4, perception 6, ride 1, sense motive 3, spellcraft 5, survival 1, umd 5

Wealth: 23,000
+1 mithral agile breastplate 5,400
+1 darkwood heavy shield 1,260
+1 cloak of resistance 1,000
+2 headband of charisma 4,000
Phylactory of positive channeling +2d6 11,000
Total of magic is 22,660

Thanks for all the help everyone!

Liberty's Edge

Kydeem de'Morcaine wrote:
Thanks for all the help everyone!

You're very welcome. Looks like a really fun character all things considered. Good luck with the rest of the game. :)

Dark Archive

Sorry to burst a bubble here: your phylactery of positive channeling and your headband of inspiring charisma take up the same slot.


Well carp!
I always thought a phylactery was a neck item like an amulet.
But I just checked, you are right.

Well, guess I will have to skim through and see what else I instead. I like to take magic items that you don't see very often and I've never seen anyone take a phylactory of channeling.

I suppose I could just put the 11k into increasing the other items, but that seems boring.

Dark Archive

You could instead use an ioun stone to increase your charisma. Slotting it into a wayfinder would provide additional benefits as well.


I was actually just looking at that. Would the ioun stone stack with the headband of charisma?

Also, can I add 9k to the cost of my breastplate to give it the powers of soothsayer's rainment (that's the difference in cost betwwen +1 chaninmail and the rainment)?

Dark Archive

No, an ioun stone and headband will not stack.

For the second question, that's a custom magic item, so ask your GM.


Ioun Stone is double the price of a headband of charisma. I would just increase the headband's price by 50% to 6000 (adding new ability rules on page 553).

Alternately, ask your GM to reslot the phyactery of positive channeling to a neck item. In my game I have allowed the cleric to reslot it to her holy symbol. However, had I not allowed that it wouldve just increased her +2 headband cost by 2000gp. Not that large an increase.

- Gauss


From my experiences, I've noticed being the healer paints a giant neon kill-on-sight arrow above your head. Usually that means the party's survivability heavily relies on the healer's survivability. I'd drop all the "blaster" related ideas and focus on staying alive. +1 Will/Fort save traits are a great pick up, considering they're the most predominant of the "suck or save" saves. That being said, compliment them with Iron Will and Great Fortitude. Also, don't underestimate Toughness. It'll help you breach the Power Word susceptibility.

As far as utility spells goes, I'd highly recommend picking up Remove Fear, Remove Sickness, Status, Delay Poison, Prayer, and Stone Shape. Status will ensure you know who needs healing, when they need healing, and how much they need healing as well as any conditions you need to remove. Delay Poison is just awesome. 1 hour per level, it essentially nullifies poison during your combats. Remove Fear is great, too. Nothing worse than your low Will save big melee running off, leaving you to take damage straight to your face. That's his job! Stone Shape is super handy for battlefield control. That being said, so is Obscuring Mist.

Life Link is an awesome revelation. It's extra out of combat healing and it gives you the elemental subtype, granting you all kinds of damage/condition mitigation.

Picking up Craft Wondrous Item can save you some gold, too.

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