| nighttree |
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This Oracle is a bit of a strange idea......
Chelaxian human/Oracle of Lore.
I'm not actually taking the possesed archetype...but this Oracle gains his power from a pact his family made with Devils nine generations ago, before the rise of house Thrune.
He is mostly focused on conjuration, and the summoning/binding of Devils and other fiends.
In many ways, think Warlock as far as "flavor" goes.
Aside from the obviouse summon monster/planar ally spells, I could use some help choosing spells (not really well versed in divine spellcasters...it's my first time...be gentle with me).
Please note....I am using human/Oracle favored class, to get an extra spell known at each level.
This is what I'm thinking so far....please yay or nay as experience dictates.
1st Level: Burning Disarm, Command, Cure light wounds, Sanctuary.
2nd level: Summon Monster I
3rd Level: Hide from undead, +1 more
4th level: Cure moderate wounds, Spear of purity, Summon Monster II.
5th level: Bestow weapon proficiency, Hide from undead, Resist Energy,
6th level: Cure seriouse wounds, Summon Monster III, Speak with dead.
7th level: Deadly juggernaut, Invisibility purge, Dread bolt, Shield of faith
8th Level: Cure criticle wounds, Summon monster IV, Dismissal.
9th level: Greater infernal healing, Lesser planar ally, Remove curse, shatter.
10th Level: Summon infernal host, Summon monster V.
11th Level: True seeing, Spell resistance, Restoration, Vision of hell, Bulls strength.
12th level: Planar ally, Summon monster VI.
13th level: Banishment, Forbiddence, Undeath ward, Holy smite.
14th Level: Summon monster VII, Jolting portent.
15th: Destruction, Ethereal jaunt, Wind walk, Raise dead.
16th Level: Greater planar ally, Summon monster VIII.
17th Level: Dimensional lock, Discern location
Opinions so far ?
Are there other options I should consider ?
Heymitch
|
I don't think I would take every single Summon Monster spell. If I did, I'd consider trading them out when higher level Summons were available.
Also, I for one would find it a lot easier to give advice if you were to present your spells known by spell level, rather than the character level they are received at.
It would make it easier to spot key spells that you might be missing without having to re-sort everything in my head.
| Maggiethecat |
From the list of spells known you provided, it appears as though you have too many spells. Oracles are spontaneous casters like Sorcerers, and get a very limited spell list. It looks as though you may have confused the Spells Known table with the Spells Per Day table. Also keep in mind, that when taking the Human Oracle alternate favored class featured to gain +1 spell, it has to be a spell of a level lower than the highest level spell you can cast. Therefore, until level 4, if you take this as your favored class bonus, you could only learn extra Orisons (0 level spells.)
At 1st level, an Oracle knows 2 spells, plus either Cure Light or Inflict Light Wounds. You do also get bonus spells based on your Mystery, but none of the spells you listed are part of the Lore Mystery.
Heymitch
|
You want to make sure, as a spontaneous caster, that your Spells Known are spells that you can use frequently. Avoid situational spells, except in situations where the campaign makes them less situational (an undead heavy campaign, for example).
You also want to avoid spells that don't level well, or else plan to swap them out for others at higher levels.
For many lower level utility spells, especially for those where caster level isn't as important, you're better off with wands or scrolls than with wasting one of your few Spells Known to take it.
Here are some 1st level spells that I could see getting frequent use out of. This is by no means an exhaustive list:
Bane
Command
Cure Light Wounds
Divine Favor
Doom
Entropic Shield
Moment of Greatness
Murderous Command
Obscuring Mist
Protection From Evil
Sanctuary
Shield of Faith
| n00bxqb |
Cold Ice Strike is ridiculously OP.
Cold Ice Strike
School evocation [cold]; Level cleric/oracle 6, sorcerer/wizard 6
CASTINGCasting Time 1 swift action
Components V, S
EFFECTRange 30 feet
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell resistance yesDESCRIPTION
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
| nighttree |
Also keep in mind, that when taking the Human Oracle alternate favored class featured to gain +1 spell, it has to be a spell of a level lower than the highest level spell you can cast. Therefore, until level 4, if you take this as your favored class bonus, you could only learn extra Orisons (0 level spells.)
DOPE...I did miss that. I was taking an extra spell of the highest level I could cast. I'll need to re-do
At 1st level, an Oracle knows 2 spells, plus either Cure Light or Inflict Light Wounds. You do also get bonus spells based on your Mystery, but none of the spells you listed are part of the Lore Mystery.
I didn't list the mystery spells, as they are static and not a choice.
| nighttree |
I don't think I would take every single Summon Monster spell. If I did, I'd consider trading them out when higher level Summons were available.
That's actually the plan.....I'm not even sure I will take the first couple of summon monsters, as I'm not really interested in summoning fiendish animals, but want to wait till I can summon actual fiends.
| Gr'Rakt |
As far as summoning spells go Summon Accuser is ridiculously good.
Summon Accuser
School conjuration (summoning) [evil, lawful]; Level bard 4, cleric/oracle 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 round
Components V, S, F/DF (chunk of rotten meat)
Range close (25 ft. + 5 ft./2 levels)
Effect one accuser devil
Duration 10 minutes/level
See that duration? Ridiculous! Then take a look at the Accuser Devil's SLA's. Invis (self) at will. Greater Teleport (self) at will. This guy makes an insanely good scout!!
| nighttree |
Your list will also vary tremendously depending on if your group has a dedicated healer, or if everyone is assuming "well, nighttree is playing an oracle, which has access to cures." and then assume you're rationing your divine reserves for combat healing and debuffing.
I'm still undecided as to taking cure or inflict spells.
He's not evil....but he's not really concerned with helping other either....(LN)
His mentallity is more along the lines of a Hellknight, but a little less strict.
he is very much a "HELL serves Chelax" type.
| nighttree |
Your list will also vary tremendously depending on if your group has a dedicated healer, or if everyone is assuming "well, nighttree is playing an oracle, which has access to cures." and then assume you're rationing your divine reserves for combat healing and debuffing.
OMG... I actually hadn't noticed the duration....I was just kind of turned off by the whole Infant/Fly thing.....need to re-think that one.
Many thanks ;)
| Gr'Rakt |
I'm still undecided as to taking cure or inflict spells.He's not evil....but he's not really concerned with helping other either....(LN)
His mentallity is more along the lines of a Hellknight, but a little less strict.he is very much a "HELL serves Chelax" type.
I see. This is what I'd suggest for level 1-10. (* indicates your favored class bonus spell, which reminds me... I'd just take the +1 hp for levels 1-3)
L1: Create Water(0), Detect Magic(0), Guidance(0), Light(0), Bless(1), Obscuring Mist(1)
L2: Read Magic(0)
L3: Cause Fear(1)
L4: Stabilize(0), *Bane(1), Summon Monster II(2)
L5: *Command(1), Doom(1), Hold Person(2)
L6: Purify Food and Drink(0), *Resist Energy(2), Summon Monster III(3)
L7: Protection from Evil(1), *Delay Poison(2), Spiritual Weapon(2), Animate Dead(3)
L8: Mending(0), *Dispel Magic(3), Summon Monster IV(4)
L9: Lesser Restoration(2), *Invisibility Purge(3), Stone Shape(3), Summon Accuser(4)
L10: Spark(0), *Freedom of Movement(4), Greater Command(5)
| nighttree |
OK, here is my Spell's known list with corrections for my earlier flub up.
Note: Not all the heal spells are accounted for yet.....
* designates a Mystery spell.
I'm taking favored class bonus spells from 4th level on.
I'm taking the "Spontaniouse symbology: revelation at 13th, which add's all symbol spells to my list.
I don't have all spells accounted for yet either....
1stL: 0L (4) Detect magic, light, mending,
1stL (2)Burning Disarm, Command, Cure light wounds..
2ndL: 0L (5) Read magic,
1stL Identify*
3rdL: 0L (5)
1stL (3) Cause fear.
4thL: 0L (6)
2NdL Cure moderate wounds, Summon monster II, Tounges*.
5thL: 1stL Doom, Command
2ndL Resist energy.
6thL: 0L
2ndL Hold person.
3rdL Cure seriouse wounds , Locate object*, Summon Monster III.
7thL: 1stL Shield of faith.
2NdL x2
3rdL Deadly juggernaut.
8thL: 0L x1
3rdL Speak with dead.
4thL Cure criticle wounds, Legend lore*, Summon monster IV.
9thL: 2ndL Spiritual weapon.
3rdL invisibility purge, Vision of hell.
4thL Lesser planar ally.
10thL: 0L x1
4thL Dismissal, Summon Accuser.
5thL Contact other planes*, Summon monster V.
11thL: 2ndL x1
3rdL x1
4thL Freedom of movement, Divine power.
5thL True seeing.
12thL: 5thL Spell resistance.
6thL Mass Owl's wisdom, Summon monster VI.
13thL: 4thL x1 (Symbol of revelation, Symbol of slowing)
5thL Raise dead, Summon infernal host. (Symbol of pain, scrying,
striking, sleep)
6thL Planar ally. (Symbol of fear, persuasion, sealing)
14thL: 6thL Banishment
7thL Summon monster VII, vision*.(Symbol of stunning, waekness)
15thL: 6thL Cold Ice strike, Forbiddance.
7thL Ethereal jaunt.
16thL: 7thL Jolting portent.
8thL Moment of prescience*, Summon monster VIII. (Symbol of death, insanity)
17thL: 7thL Destruction, x2
8thL Greater planar ally.
18thL: 8thL Dimensional lock,
9thL x1 Time stop*, (Symbol of strife, vulnerability)
19thL: 8thL Fire storm, x2
9thL x2
20thL: 8thL x1
9thL x1