| Blueluck |
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This is an oracle build I threw together last night and asked for advice on. I've incorporated a number of very good suggestions, and I'm coming back for another round of comment. Version 1.1 does less damage, but is tougher and has more battlefield control.
Suggestions are welcome!
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A few features to note:
- Level 11, 20 point-buy, standard wealth. (I usually build at level 10 for testing, but quite a few things happen at 11 for an Oracle, and I wanted to explore those elements.)
- Standard method for fighting spellcasters is to cast silence on his own equipment and Surprising Charge the caster. This was my original inspiration for a deaf battle oracle.
- 3d20 initiative gives an average of 23.5 with a 90% chance to act on 18 or higher.
- Weak magic weapons and armor are meant to be boosted with Magic Vestment and Greater Magic Weapon, possibly extended.
- Both melee weapons are Spell-Storing and would normally contain Bestow Curse, Blindness, or Searing Light at the beginning of combat. Bestow Curse & Blindness are the only spells an enemy should receive saves against, and Misfortune will make them roll twice.
"Suaf" Shut Up and Fight!
Male Human Oracle (Dual-Cursed Deaf/Haunted Oracle) 11
CG Medium Humanoid (human)
Init +8; Senses scent; Perception +10
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Defense
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AC 24, touch 13, flat-footed 22 (+10 armor, +2 Dex, +1 natural, +1 deflection)
hp 85 (11d8+22)
Fort +8, Ref +8, Will +9
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Offense
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Speed 30 ft.
Melee +1 Spell Storing Horsechopper +17/+12 (1d10+10/19-20/x3)
Melee +1 Spell Storing Armor spikes +15/+10 (1d6+7/x2) and
Ranged +1 Composite longbow (Adaptive) +11/+6 (1d8+7/x3)
Oracle (Dual-Cursed Oracle) Spells Known (CL 11):
5 (4/day) Breath of Life, Cure Light Wounds, Mass, Righteous Might, Summon Monster V, Telekinesis, (Quickened Silence)
4 (6/day) Blessing of Fervor, Restoration, Cure Critical Wounds, Wall of Fire, Summon Monster IV, Air Walk, Magic Weapon, Greater
3 (7/day) Magic Vestment, Cure Serious Wounds, Invisibility Purge, Dispel Magic, Bestow Curse (DC 16), Blindness/Deafness (DC 16), Searing Light, Communal Resist Energy
2 (7/day) Oracle's Burden (DC 15), Restoration, Lesser, Remove Paralysis, Silence (DC 15), Cure Moderate Wounds, Align Weapon, Minor Image (DC 15), Bear's Endurance, Levitate, Grace, Staggering Fall (DC 15)
1 (7/day) Ill Omen, Divine Favor, Protection from Evil, Cure Light Wounds, Air Bubble, Liberating Command, Stone Shield
0 (at will) Stabilize, Create Water, Purify Food and Drink, Detect Poison, Read Magic, Ghost Sound, Detect Magic, Mage Hand, Mending, Light, Spark
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Statistics
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Str 23, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +8; CMB +14 (+21 Tripping); CMD 27 (29 vs. Trip)
Feats Combat Reflexes (3 AoO/round), Extra Revelation, Extra Revelation, Furious Focus, Greater Trip, Greater Weapon Focus (Horsechopper), Improved Critical (Horsechopper), Improved Initiative, Improved Trip, Power Attack -3/+6, Quicken Spell, Silent Spell, Weapon Focus (Horsechopper)
Traits Magical Lineage (Silence), Reactionary
Skills Acrobatics +4, Climb +3, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +10 (+13 on checks that do not rely on hearing), Ride +0, Sense Motive +3, Spellcraft +14, Stealth +10, Survival +4, Swim +3
Languages Common, Sign
SQ heart of the wilderness +5, mysteries (battle), oracle's curses (deaf, haunted), revelations (iron skin [1/day], maneuver mastery - trip +3, misfortune, skill at arms, surprising charge [2/day], war sight, weapon mastery), spell storing
Combat Gear Extend metamagic rod (lesser) (3/day); Other Gear +1 Armor spikes (magical) Mithral Full plate, +1 Composite longbow (Str +0), +1 Spell Storing Horsechopper, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +3, Headband of alluring charisma +2, Ring of protection +1
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heart of the Wilderness +5 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Trip You don't provoke attacks of opportunity when tripping.
Iron Skin (1/day) (Su) DR 10/Adamantine
Magical Lineage (Silence) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Maneuver Mastery - Trip +3 (Ex) Selected maneuver uses your oracle level in place of BAB.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Storing Store a spell of up to 3rd level in weapon.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.