| ShadowyFox |
So I joined a group in a homespun campaign, all characters are (now, after the last game) level 8. Before I even knew about the group makeup, I had decided on playing a warrior oracle (samsaran being the race). Well, some of you have already seen the thread I did before, and I created a character using that info. Well, long story short, I lost all the info I had on how I built him and I'm allowed now to remake from scratch. So obviously I want to remain a Samsaran metal oracle (because I think it fits his concept of coming from a long line of military tacticians, generals, soldiers, etc), but everything else about him is flexible.
For additional info, it's a 32 point buy guy, and we get 2 pieces (weapon, armor, or magical item), each with what amounts to a +1 enhancement bonus. We start at level 8, as I said, but with only 600 gold.
So far, the party is a two-handed fighter/pikeman, a human urban barbarian, a human blade bound magus, a half-drow rogue, and a kval ranger/deathseeker. The last character is using 3PP, which I'm linking here & here.
I am definitely thinking the guy would be very much a tactical sort, building his team up so that all of them strike with immense power.
Of the magical pieces, I saw the weapon enchantment of Mimetic & the armor enchantment of Deathless that were intriguing to me.
But yes, advice to play, advice to spell choices (including the Mystic Past Life), as well as feats, armor, weapon, everything. Build from scratch to 20 (because the game can possibly go that long).
| ShadowyFox |
Honestly? It's quite high magic. The whole concept is that an ancient sorcerer was sealed away by all of his power being sealed into a series of magic masks. Well, old evil magic user is trying to return to the world by gaining an army of minions who will bring the masks together and release him. We, the party, are wanting to destroy these masks, so that the energy is forever gone, instead of a chance for it to be used for evil (ie. returning the evil magic user) to the world. Several of us have magical items. Alot of us use magic or are acquainted with us.
| Cult of Vorg |
Battle casters live on quicken rods, everything else is secondary to being able to cast and fight in the same round.
Bards are the ultimate tacticians and generals, followed by cavalier. Without Inspire Courage or Tactician I don't see how you're building up your party to strike with more power.
With bards, you don't have to play inspiring music, it's a competence bonus not tied to a specific perform skill, so you can run it as just good tactical advice. With bardic knowledge, you'll be able to make the variety of ID skill checks to further direct your party or army to enemy weaknesses.
I guess there's Prayer and Blessing of Fervor for team buffs for an oracle, but battle divine casters exist because the best buffs are self-only.
calagnar
|
Over all the bard is the best for this.
You can some what do it as a oracle but over all. Most of the divine spells that help in combat are self only.
I have gone over this many times with other people. If you want to play a combat oracle. Mystery battle is by far better then any of the others that can do it. There are many revelations in battle that are good for combat characters. Where are there are very few revelations in other mysteries that help as much for the same role.
Mystery Battle (Good Spells/Revelations for combat character)
Bonus Spells: enlarge person (2nd), righteous might (10th)
Revelations: Maneuver Mastery, Skill at Arms, War Sight, Weapon Mastery, Surprising Charge,
Mystery Metal
Bonus Spells: lead blades (2nd), keen edge (6th), versatile weapon (8th)< This is a level 4 spell slot making it not as useful.
Revelations: Armor Mastery, Dance of the Blades, Skill at Arms,