Seeking Advice for a buffing Oracle


Advice


Hi there Paizo Community,this is the first post from a long time lurker :)

I'm running as GM a game in a homebrew setting, and my new player decided to roll an Oracle dedicated to buffing.

I audited his sheet and found out the mess therein contained, so a rebuild is in order. I'd point him the good guide contained in the "Guide to the Class Guides", but he can't read a word in English, so I'm asking your help here.

Aside from his buffing role and the Lame curse that won't change due to party balance and background respectively, everything is opened to modification.

We're using the 20pts build, every core race permitted, two traits are also allowed. The starting level is 4th with 6000 gp available. We also need badly advice on spell selection : )

The rest of the party is composed by:

A melee heavy Inquisitress
An Invulnerable Rager Barbarian
A Dex focused Magus
An Arcane Bloodline Sorceror focused on controlling/save or suck

Thank you very much folks! :D


Voragh wrote:


I'm running as GM a game in a homebrew setting, and my new player decided to roll an Oracle dedicated to buffing.

Well I'd go with the deaf curse for the build below, but you can adjust as you see fit. The nice thing about the deaf curse is the silent casting (which helps keep him hidden) and the bonus on perception checks (for traps). If you'd let him take both dual cursed and lame then it might be a nice fit for the player. The overlap on the archetypes is not much, go from there.

Race: 1/2ling
STR: 5
INT: 12
WIS: 12
DEX: 16
CON: 14
CHA: 19

Class: Oracle (Life)
Archetypes: Seeker (or dual cursed if you don't want to handle traps, both if the DM will permit the overlap in skills modification)

Traits: Make stealth a class skill, then salt to taste the other.

Feats (in order): Selective Channel, Reach Spell, Skill focus: Stealth, Hellcat Stealth, eldritch heritage: Shadow, Improved heritage

Mysteries: Channeling, (archetype), (choice at 7th: life link/spirit boost, etc), lifesense (11th).

Skills: Perception, Disable Device, Stealth (all maxed), then dabble enough in UMD, Diplomacy, etc to be useful.

-James


Thanx for the reply : )

I'm reading some interesting stuff in your post, but I feel it's a bit too much stealth oriented as a build for my mate, whose approach is more of stayin' in the back rather than exploring

I forgot to mention that his character concept is about a blacksmith guy who, afteter an accident at the forge, lost the use of a leg. After a long delirous coma he awoke with a brand new leg of a strange material that he knew was stored in his father's warehouse, but noone was ever able to work. (hence the lame condition)

Any advice on the spell selection?

Thanx a lot!


Also, is Life the only advisable mystery for a dedicated buffer?


To my mind many buffers make one "typical" mistake:

They take to many different buff-spells. The flip-side of a buff-spell is, that it loses worth the later it gets cast.

In most combats, one can expect to dish out one or sometimes to effective buff-spells.

So...

* ...try to take only a few buff-spells, but pick only the cherries (like Blessing of Fervor, Shield of Faith, Magic Circle against Evil...)
* ...try to get your hands on something you can do to contribute after 1-2 rounds of buffing.
* If you want more buffing, then try the following: Summon (SM III) a Lantern Archon and command it to use aid on each character that doesn´t have temporary hit points. Can save you a lot of hit points, esp. in long combats.
* Get the best initiative around. It is important to be faster than the other characters or have them delay their actions because you get another round of value out of your buff-spell.

Best mysteries for buffers are in my opinion Time and Battle. Both grant to nice abilities for a buffer (initiative-boost, haste, Battlecry), but Battle grants the better buff-spells.


Plenty of mysteries can facilitate a buffing playstyle, it's mostly down to spells whether you're a buffer or not.

Winds is nice because you get to be invisible and flying most of the time, letting you buff from a safe position. Reach Spell lets you keep buffing and healing while in the air.

Time is good because the teleportation power lets you get to an ally to use touch spells in almost all circumstances. Spell list sucks at low levels, though.

Ancestor offers Heroism and Greater Heroism on its spell list, some of the best buffs in the game. They don't have any revelations that specifically helps you buff, though.

Battle, as mentioned earlier, can also be very useful. Surprising Charge can be helpful for getting in position for a touch range buff, and generally it gives you a lot of staying power and resiliency, useful for when the enemy figures out it's smart to focus-fire on the buffer.


Voragh wrote:

Thanx for the reply : )

I'm reading some interesting stuff in your post, but I feel it's a bit too much stealth oriented as a build for my mate, whose approach is more of stayin' in the back rather than exploring

Well to be honest the build doesn't really have to scout. The main use of the stealth is being able to buff in combat without drawing any fire.

Life is a nice mystery when you have that many people in melee as channels can be useful in offsetting accruing damage.

If you don't care for Life, what are you looking at?

You may wish to list out the spells that he can choose from and start to narrow things down. Likely by categorizing those spells, etc.

You're starting at 4th level. Are you going to be leveling quickly or slowly? What level do you foresee ending the campaign at?

-James

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