| Lunaus |
| 1 person marked this as a favorite. |
Any suggestions on making the best healer an Oracle can be? Ability Score, Race, Curse, Mystery, Lvl1 Revelation, Traits, And Feat(s)?
My current build that I'm using in PFS is a Human Clouded Vision Life Oracle. She follows under Calistria and uses her Religion Trait, as well as the Focused Mind trait, with her feats being Endurance and Diehard.
Ability Score:
Str - 10
Dex - 13
Con - 12
Int - 12
Wis - 10
Cha - 17 +2 (racial bonus)
I'm thinking of making her into an Elf or Aasimar with the Haunted Curse(Possessed Archetype), Ancestor mystery, no deity (as on yet), Charming/Skeptic traits, with the Cosmopolitan feat.
Suggestions on spells are fine as well but I don't need much help there.
| Lunaus |
Are you sure you want to play a deidcated healer?
Personally no, I prefer being a quick paced DPS but this isn't my only character that I use for Organized play, just a side character for this particular trio we made. Any other time I'm a Rogue or a Fighter, plus it's outside my comfort zone so it's a new experience I'd like to try out before tossing aside.
Also since posting this thread I read more into oracles as well as into more threads here and there on Life Mystery builds.
Neuter Human oracle 1
CG medium humanoid (human)
Init +1; Senses Perception +0,
Languages Common, Goblin
AC 11, Touch 11, Flat-Footed 10
Health 10 (1HD)
Fort +2, Ref +1, Will +2
Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 12
Special Actions Channel (1d6, DC 14, 4/day),
Oracle: Spells per Day: (0/4/0/0/0/0/0/0/0/ DC:14+spell level)
Spells Known: 0th - Bleed, Create Water, Detect Magic, Read Magic, Stabilize, Mage Hand, Ghost Sound 1st - Protection from Evil, Shield of Faith, Cure Light Wounds
Abilities Str 13, Dex 12, Con 15, Int 11, Wis 10, Cha 17
Special Qualities Bonus Feat, Bonus Oracle Spell, Haunted, Life Link, Life Mysteries, Orisons, Skilled,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Extra Revelation, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +1, Bluff +3, Climb +1, Diplomacy +3, Disguise +3, Escape Artist +1, Fly +1, Heal +4, Intimidate +3, Knowledge (History) +4, Knowledge (Religion) +4, Linguistics(Goblin) +1, Perform (Untrained) +3, Ride +1, Spellcraft +4, Stealth +1, Swim +1,
Bonus Feat Humans select one extra feat at 1st level.
Bonus Oracle Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 4 times per day.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
*Magical Talent (Open/Close) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Open/Close once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gainst; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Oracle Spell Level 0
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
*Willing to change/fillers.
I have a feat that also allows me to choose another revelation, I'm willing to change that if there's something better.
| Lunaus |
I'd not consider rogue "DPS" and as far as healing is not only boring but also insanely ineffective I'd really not focus on healing too much.
Well I'm mostly trying to open doors to higher level heals, they wanted a healer so I opted-in for the job, in our first encounter with this Trio I had to heal them multiple times because they were in the negatives almost after every round. So Heal/Support is something they need (as well as better strategy, and gold for potions). Once we get into 2nd level I'll probably focus mostly on doing damage with my channeling abilities and possibly whip if I choose to stick with my deity Calistria.
| Wasum |
How are you going to wield a whip? Whips are really bad weapons for anyone who has no feats to invest (which you dont). You wont be able to deal damage with your channel unless fighting undead and you will notice pretty soon that healing is just not really worth it (and dont forget - other oracle s than life can use healing spells as well)
| james maissen |
Any suggestions on making the best healer an Oracle can be?
To what degree do you want to be a healer?
What else do you want to be able to bring to the table?
Do you have a group with which you usually play to help narrow down choices?
Anything for repetition's sake that you would prefer to avoid?
-James
Choon
|
Ok, someone needs to jump in here and offer some support.
Life oracles are good healers. One of the best actually. This is because they can do more healing with their actions than most. At higher levels, with the right revelations and feats, you can heal three times in a turn (Quickened heal, quick channel or spell heal (move action) , std. Heal). That's a little far off for you though.
My suggestions are that you take the Fey Foundling feat at 1st level. This will greatly enhance the healing you do to yourself and help mitigate the damage taken from Energy Body. Also, I would make Energy Body my third revelation. The abilities are nice, but your HP will be really low until then and channel heals can easily keep up with party needs for those first few levels (using spells only when really needed).
I hope this helps. :)
| Lunaus |
Lunaus wrote:Any suggestions on making the best healer an Oracle can be?To what degree do you want to be a healer?
What else do you want to be able to bring to the table?
Do you have a group with which you usually play to help narrow down choices?
Anything for repetition's sake that you would prefer to avoid?
-James
As I said before, they get downed pretty easily and get below 0 in almost every encounter we did in our last game. Plus they have trouble listening and would rather me just stand there and keep them alive while they play whack a mole.
@Choon; Thanks for the tips and suggestions, Energy Body seemed like a cool rev to have though I do't fully understand it's use other than to channel positive energy and work against undead.
| zauriel56 |
There is a build i remember seeing that optimized healing but could do other stuff as well it was an oracle/paladin. It was a Life Oracle with Hospitaler Paladin. It channeled A LOT and could still hit hard, I ll try to find it and update here. I think it actually used Gnome as the Race cuz of the ability boni.
| mplindustries |
| 1 person marked this as a favorite. |
Ok, I have no idea what you're doing with this healer.
Optimized healing (and I'm a big fan of doing it, by the way), is actually about self-healing. Ideally, you're taking damage, because group heals and self heals are more efficient.
For all healers, you start with the Fey Foundling feat, no question. It is required. That means, ideally, you'll be human, so you can also start with Selective Channel. You probably want Extra Revelation at 3rd to kickstart the combo you need.
Your Mystery priority is:
Channel > Life Link > Energy Body
Your first 2nd level spell known is Shield Other.
The basics are:
Life link everyone you can, tanks first.
Shield Other on your main tank.
Split damage with people, and use Channels when you need to heal at least 3 people. Since you're taking a disproportionate amount of the damage, thanks to Life Link, you use Energy Body to heal yourself as a move action for extra healing when necessary.
If you don't play the martyr, you'll miss out on the efficiency of self/group heals, and all the complaints people have like "don't be reactionary" or "never heal in combat" become true.
| zauriel56 |
| 2 people marked this as a favorite. |
ok found it. Stat-wise Cha is your go to stat as it is important for channeling as an Oracle and Paladin, then Con because you are a front line fighter, str needs to be decent to dish out damage, somewhat decent dex is needed cuz u won't start out with heavy armor, wis depends on how good you want your will save to be, and int is total dump.
Take your first level in oracle, grab the channel revelation, take the lame, tongues, or haunted curse. Spells are up to you.
Grab 2 levels of Hospitaler Paladin for Lay on Hands and Divine Grace.
Then 2 more of oracle for the Life Link Revelation to form bonds with up to 3 ppl and gain 1d6 for channel
2 additional paladin levels Immunity to Fear/Disease, a Mercy, and Channel Energy (3+Cha/day Channel, from Hospitaler), and 1st level Paladin spells.
For every 2 additional levels u gain 1 additional ally link.
Every 2 levels advances Lay on Hands and Channel healing by +1d6, and also gives another use of Lay on Hands.
The basic idea is once your high enough level make your bonds at the beginning of the day fight normally. Others get hit, and you take damage. Swift action Lay on Hands yourself, and you still have a move and a standard.
If the whole party takes a hit from an AOE, channel! As you have 2 channeling pools they will have different dice so keep up with how much each has.
Feat suggestions:
Selective Channel
Extra Channel
Extra Lay on hands
Quick Channel
Fey Foundling
Greater Mercy
Reward of Life
Word of healing
Ultimate Mercy
I didn't think it up I got it from someone else on a different website. Don't know if its permitted to say who and what site tho.
| BiggDawg |
Aasimar life oracle with dual curse take misfortune and channel energy. Fey Foundling is a must have feat at 1st level, there is no better feat period for a life oracle. Put all your favored class bonuses into extra levels in channel energy and get a phylactery of positive energy when you can. My buddy is playing this build and he does 8d6 channel and gets an extra +16 healing himself at 8th level.
| Viscount K |
I'm playing a Life Oracle in our home game of Jade Regent, and been having a lot of fun with it. So far, we're up to level ten, and I have a little advice, based on that.
First, revelations. Life Link makes for awesome healing efficiency, particularly when coupled with Channel Energy. Use that whenever you can, especially in the earlier levels - it'll increase the amount you can keep pain down, and thus increase your adventuring day, to an incredible degree. Several of the other revelations can be fun, but none of them come close to the same usefulness until quite high levels; Energy Body, for instance, can be nice for even more action economy, but it can be difficult to know when precisely to use it.
Second, feats. Fey Foundling, as others have pointed out, is neat, but I really don't think it's quite as much of a "must-have" as others seem to. It's good, no question, but it's certainly not "required", like some have said. Me, I say your must-have is gonna be Selective Channeling. I'm betting you know this already, but seriously, healing the enemy too = very bad. Which takes me to...
Third, I would seriously consider getting your Charisma up to 18, dropping Con a point to make it happen. You'll raise the save DC's on your offensive spells, get another Channel a day, exclude another target with Selective Channeling, it's just gold. All of this is pretty obvious, what with being a primary caster and all, but bears mentioning.
Fourth, spells. Don't forget about them and just focus on your revelations - the cleric spell list has some very cool goodies hidden in there, even low level, for those occasions when you feel like you've done enough healing (you'll probably be getting most of your healing done with Channels anyway). Murderous Command in particular (1st level spell) is just fantastic, but don't forget your Summon spells or the Inflict set, all of these can put the hurt on if you feel like it.
All in all, if you're playing a primary healer, you do have to accept that some of your combat effectiveness goes out the window. Other people are going to hurt things better than you, nine times out of ten, because that's not your job. Don't forget that - you are a support class, and anytime you can contribute to DPS, that's a bonus, not your primary consideration. Don't resent having to spend a lot of your time running around keeping people standing, as that's pretty much what you signed on for. That being said, the Life Oracle is good enough at covering the healing that needs doing that you'll probably have plenty of time to help with dealing out the pain.
Bigdaddyjug
|
| 1 person marked this as a favorite. |
Wow, I had the whole oracle/paladin healer/hexer build typed out and my internet farted and it disappeared.
I am now a sad panda. Let's try this again.
Healy McHexer
Human Dual-cursed Life oracle 8/Hospitaler paladin 4
Mystery: Life
Curses: Blackened and Lame (Lame advances)
Starting Stats: 7/12/14/12/12/19
Traits: Dangerously Curious, something to get Diplo as a class skill
Progression:
O1: Fey Foundling, Extra Revelation > Misfortune, Channel Energy
O2:
O3: Extra Revelation > Fortune, Life Link
P1: +1 Cha
P2: Quick Channel
P3: Fatigued mercy
P4: Greater Mercy
O4: +1 Cha
O5: Extra Channeling, Energy Body
O6:
O7: Extra Lay on Hands, Combat Healer
O8: +1 Cha
By advancing the lame curse, you can wear the heavy armor that paladin gives you proficiency in without being slowed even further. The fortune and misfortune "hexes" give you some fun things to do when your team doesn't need healing. I chose Dangerously Curious over Magical Knack (oracle) to get the most use out of your high Cha.
At level 12, a single round of combat could look something like this:
1. Take 15 points of damage from your 3 Life Links
2. Swift action LoH to heal yourself for 3d6+6
3. Move action quickened channel as a paladin for 1d6 (+2 to yourself)
4. Standard action channel as an oracle for 4d6 (+8 to yourself)
At level 12, you will have the following healing methods available to you:
9 Lay on Hands for 2d6 (3d6 if not fatigued)
9 channels as a paladin for 1d6
7 channels as an oracle for 4d6
2 floating channels
The only big decision you need to make is whether you get a +4 Cha headband or a Phylactery of Positive Channeling. The headband will give you 2 more LoH, 2 more paladin channels, and 2 more oracle channels. The Phylactery will increase all 18 of your channels by 2d6. You'll just have to decide which one suits your healing style better.
Have fun. I just hope you're not in my area so I don't see a carbon copy of my life oracle at ContraFlow this year.
| Lunaus |
@_@ Thanks everyone! I'll have to give this a another read later today but for now I must rest, but I appreciate all the build suggestions, it's hard to know what's legal and what isn't do choosing feats and traits is sometimes hard especially when it's banned from one book but not the other.
Also @Jug; I'm in Florida and don't plan on going to an con like events anytime soon for PFS xD
So no worries! I might also take from all these builds so I can have something each of you have suggested while still be viable.
Bigdaddyjug
|
| james maissen |
I want heals to come easy and be able to support my group with ease
I still want to be viable in encounters and deal some damage to at least protect myself if no one else can (last encounter our main tank/DPS was downed by a color spray for over 4 rounds)
Yes, I play with my boyfriend and a friend every week, our trio is a Samuari whose given up their riding abilities for execution moves and a Ninja (I don't really know what he's all about other than that he's a Tengu) As I said before, they get downed pretty easily and get below 0 in almost every encounter we did in our last game. Plus they have trouble listening and would rather me just stand there and keep them alive while they play whack a mole.
@Choon; Thanks for the tips and suggestions, Energy Body seemed like a cool rev to have though I do't fully understand it's use other than to channel positive energy and work against undead.
Here's a build, perhaps you'll like it:
1/2ling Oracle of Life (deaf/legalistic)
STR 05 (7-2racial)
INT 14
WIS 07
DEX 16 (14+2racial)
CON 14
CHA 19 (17+2racial)
Alternate Racial abilities: Swift as Shadows
Favored Class: Oracle (towards hp)
Traits: Make Stealth a class skill (various), Dangerously Curious (make UMD a class skill)
Feats: Fey Foundling (1), Selective Channel (3), Skill focus: stealth (5), Hellcat Stealth (7), Eldritch Heritage: Shadow (9), Improved Eldritch Heritage: Shadow (11)
Skills: Diplomacy, Stealth, Use Magic Device, and the rest to taste.
-James
| FangDragon |
Fey Foundling, as others have pointed out, is neat, but I really don't think it's quite as much of a "must-have" as others seem to. It's good, no question, but it's certainly not "required", like some have said.
Fey Foundling increases the average self healing per die from 3.5 hp to 5.5 hp, it would be foolish not to take it if you're planning on using shield other and life link extensively.
| Crosswind |
| 1 person marked this as a favorite. |
Human Oracle of Life: ((Haunted) (Burned)) (Dual-Cursed)
1.) Fey Foundling, (Extra Channel), Revelation: Channel
3.) Selective Channel, Revelation: Life Link
5.) Quick Channel, Revelation: Misfortune
7.) Extra Revelation: Energy Body/Spirit Boost (or Healer's Touch), Revelation: Combat Healer
9.) Whatever I didn't take at 7th or maybe Misfortune, Revelation: Enhanced Cures
11.) DIVINE INTERFERENCE, Revelation: Lifesense
Maybe take Misfortune in there somewhere.
Would be my recommendation.
-Cross
| Finlanderboy |
I would take burned and wreaker.
aasimar for the favored class. Your channel at 50% higher level. By level 5 . with quick channel you can heal 8d6 to allies and 8d6+16 to yourself with fey foundling as a full round action. I would bump cha to 20. Then if people are full debuff baddies and buff allies with your spells.
azata blooded gives you a glitter dust oncea day too.
level 1 diplomacy +11 is sweet
Then your oracle burden on a fighter type gives them a -6 to hit with broken gear. Their low will save will make them poor at fighting too. With misfortune you are set.
| mplindustries |
To everyone suggesting Aasimar over Human, are you proposing that you don't channel in combat for the first two levels, or that you lose out on Fey Foundling?
Human is the only way to start with both Fey Foundling and Selective Channel. I know it sounds awesome to be an Aasimar for the Channel buff, but for what it's worth, I'd rather be one revelation ahead on the combo (thanks to Extra Revelation) with extra spells known (from the Human Favored Class Bonus) than get an extra die or two on channeling in the long run.
Heck, if you're starting at 3rd level or higher, I'd even rather be a Half-Elf that goes for a Celestial Eldritch Heritage for either some extra back up healing (and if your GM allows Eldritch Heritage for a Wildbloodline, then an extra source of channels) or the ability to get any cleric or wizard spell on the spot with Paragon Surge and the Arcane Eldritch Heritage.
Yeah, I'd definitely put Aasimar third on the list for best Life Oracle.
| Finlanderboy |
I say get selective channel at 3. You can channel out of combat. You are taking a hit of versatility until level 3. But the 50% higher level channeling makes up for it.
There is a trait that allows 1 more channel a day as well. With a 20 cha an oracle is still powerful spell caster. knocking things with murderous command and such.
I would put oracle on top of the list. At level 1-2 yes it is weaker. But past that you are much more powerfull and the gap keeps growing. With quick channel you can channel twice a round so that 2 extra dice can turn to 4.
| Lunaus |
Aha, and the advice keeps rolling! Thank you, today we're heading for a homebrew game and I'll try and test her in that to see how effective I can be with these builds.
I'll post results of what I choose overall so I can get any further suggestions depending on what actually happens during the game.
Also would like to note as much as cool as Blackened sounds I don't currently have that book and it'd be difficult to try and reference anything from it related to my character during PFS games. Plus PCGen doesn't have it as a selection either.
Would Lame/Haunted or Lame/Deaf be a good mix for the time being?
| CWheezy |
Remember that you get the awesome high level spells.
If you want to ever make enemies fail a save, you have to pump charisma for all you are worth.
I am not sure why you want dex or int, you have plenty of skill points per level, and 1 point of ac wont matter to you. You might as well have some strength so you can carry full plate, shield and a weapon you will never use
| Lunaus |
I could deal with dumping dex and maybe int but I'm the only one of the 3 of us who can make checks for Knowledge and those are pretty common in the PFS campaigns, and I was planning on doing the 8/4 in Oracle and Paladin so I'm mainly basing my stats on that build while taking suggestions for traits/feats/revs from other comments.
I'll be trying a few revs out, I can change the character as much as I want until I play it at lvl2 so I'm good for another 2 games until I decide which I'd like to stick with.
| Rory |
At level 12, a single round of combat could look something like this:
1. Take 15 points of damage from your 3 Life Links
2. Swift action LoH to heal yourself for 3d6+6
3. Move action quickened channel as a paladin for 1d6 (+2 to yourself)
4. Standard action channel as an oracle for 4d6 (+8 to yourself)At level 12, you will have the following healing methods available to you:
9 Lay on Hands for 2d6 (3d6 if not fatigued)
9 channels as a paladin for 1d6
7 channels as an oracle for 4d6
2 floating channels
That is one of the strongest healing-focused builds in the game.
To be honest, this seems subpar at level 12 to me for a "healing-focused" build. The amount of in-combat and out-of-combat is going to be dwarfed by a straight oracle.
You will sport really good saving throws, so maybe that's what you mean by calling it "strong"?
Bigdaddyjug
|
Bigdaddyjug wrote:At level 12, a single round of combat could look something like this:
1. Take 15 points of damage from your 3 Life Links
2. Swift action LoH to heal yourself for 3d6+6
3. Move action quickened channel as a paladin for 1d6 (+2 to yourself)
4. Standard action channel as an oracle for 4d6 (+8 to yourself)At level 12, you will have the following healing methods available to you:
9 Lay on Hands for 2d6 (3d6 if not fatigued)
9 channels as a paladin for 1d6
7 channels as an oracle for 4d6
2 floating channels
Bigdaddyjug wrote:That is one of the strongest healing-focused builds in the game.To be honest, this seems subpar at level 12 to me for a "healing-focused" build. The amount of in-combat and out-of-combat is going to be dwarfed by a straight oracle.
You will sport really good saving throws, so maybe that's what you mean by calling it "strong"?
One of the benefits of this build is you can easily justify a Phylactery, whereas the straight oracle may be channel starved and will need the Cha headband. A straight oracle whi starts with 19 Cha, pumps it at 4, 8, and 12, and gets a +4 Cha headband will have 9 channels for 6d6. The oracle/paladin with 22 Cha and a Phylactery will have 7 channels for 6d6, 9 channels for 3d6, and 9 LoH for 3d6. Which one seems like more healing to you?
| Rory |
One of the benefits of this build is you can easily justify a Phylactery, whereas the straight oracle may be channel starved and will need the Cha headband. A straight oracle whi starts with 19 Cha, pumps it at 4, 8, and 12, and gets a +4 Cha headband will have 9 channels for 6d6. The oracle/paladin with 22 Cha and a Phylactery will have 7 channels for 6d6, 9 channels for 3d6, and 9 LoH for 3d6.
Let's compare:
Your paladin-oracle at level 12 heals for 12d6+24 (=66 healing) using a swift + move + standard action.
The straight oracle utters the word, "Heal" and heals for 120 using only a standard action.
Which one seems like more healing to you?
The straight oracle.
Bigdaddyjug
|
Bigdaddyjug wrote:One of the benefits of this build is you can easily justify a Phylactery, whereas the straight oracle may be channel starved and will need the Cha headband. A straight oracle whi starts with 19 Cha, pumps it at 4, 8, and 12, and gets a +4 Cha headband will have 9 channels for 6d6. The oracle/paladin with 22 Cha and a Phylactery will have 7 channels for 6d6, 9 channels for 3d6, and 9 LoH for 3d6.Let's compare:
Your paladin-oracle at level 12 heals for 12d6+24 (=66 healing) using a swift + move + standard action.
The straight oracle utters the word, "Heal" and heals for 120 using only a standard action.
Bigdaddyjug wrote:Which one seems like more healing to you?The straight oracle.
Where are you getting the 120 with a standard action from? you're also assuming both of my channels only hit myself, which would be a stupid circumstance to use them in. If my channels hit all 3 of my Life Linked teammates, I heal for an additional 94.5, or 160.5 total.
Heymitch
|
Where are you getting the 120 with a standard action from? you're also assuming both of my channels only hit myself, which would be a stupid circumstance to use them in. If my channels hit all 3 of my Life Linked teammates, I heal for an additional 94.5, or 160.5 total.
I assume that he's saying that a 12th level Oracle can cast the heal spell for 120 points healed at caster level 12...
| Rory |
| 1 person marked this as a favorite. |
Where are you getting the 120 with a standard action from?
Heal - the spell - the straight oracle can cast 4 of these at level 12
you're also assuming both of my channels only hit myself, which would be a stupid circumstance to use them in.
Actually, that touches on another weak point to the build. You are healing all creatures: foes + allies. Did you mean to not have Selective Channel?
If my channels hit all 3 of my Life Linked teammates, I heal for an additional 94.5, or 160.5 total.
Okay, so group healing...
The paladin-oracle is healing 160 total, using swift, move, and standard actions.
The straight oracle is healing for 168 total (4 people, quickened 6d6 channel (= 21 per), mass cure moderate wounds (= 21 per)) using move and standard actions, not including the Fey Foundling potential and quickened healing as swift actions.
The +4 levels of Oracle gives:
- +2 6d6 Channels (counting the +4 CHA headband vs. the Phylactery)
- +2 hitpoints healed to every cure spell 3rd level and higher
- 4d6 + 80 hitpoint healing from Energy Body
- 4x level 6 spell slots
- 6x level 5 spell slots
- 3x level 4 spell slots
- 2x level 3 spell slots
- 3x 6th level spells known
- 4x 5th level spells known
- 2x 4th level spells known
- 2x 3rd level spells known
- 2x 2nd level spells known
You might prefer the 3d6 LOH and Channels, and that's okay. The paladin saving throws I think are what adds the "strength" to your build.
I definitely prefer the 5th and 6th level spells better. You can do a lot more as a caster via straight oracle on those rounds you aren't healing as well.
(small posterity note, you need to be a level 5 oracle to get the fortune revelation, you had it listed at level 3, a slight shuffle only but I think Energy Body earlier would help you out more anyways)
Bigdaddyjug
|
No and I realized my error and would replace the Extra Revelation feat at level 3 with it. I have been trying to perfect this build for a while and I originally had it at level 1, then moved it to 3 because I was going to get to level 3 on GM credit. When I posted it a couple days ago I just forgot it was supposed to go at level 3.
The paladin levels also give heavy armor proficiency. And yes, when I Fortune at level 3 was inserted because I couldn't remember what feat was supposed to go there. It's obviously Selective channeling.
| Rory |
And yes, when I Fortune at level 3 was inserted because I couldn't remember what feat was supposed to go there. It's obviously Selective channeling.
I agree that is definitely better for your build.
I do have a couple questions about your build that might help to improve it or you might have already thought about.
1. What about non-hitpoint-healing? It seems that thru the life of the character, your "healer" won't really be able to heal anything besides hitpoint damage. You'll get Lesser Restoration potential at level 7, and then other healing even later. Have you given that any thought?
2. What does your paladin-oracle do when not healing that round? I see the potential for casting level 1 oracle spells up to and thru level 7 as the only real option. You'll be able to dish out a 3d4 Burning Hands (okay @ 3rd, weak @ 7th). With a STR 7, weapons are going to be a no-go. Since you'll only have six 1st level spells to cast at 7th, that doesn't give much depth either.
Going straight oracle (or cleric) addresses both of those issues via being a healer primary, caster secondary. I think you'll have a better experience if #2 is addressed at least.
| Havoq |
mplindustries has this pegged for that style of play. It's great, but as for straight healer, Oracle is fine but it's a bit like watching paint dry.
I like the Paladin(hospitaler) using Fey Founding and Lay on Hands, Shield Other. That's a fun way to play and I know mplindustries would agree - plays one too. It's not the MAX healer, though.
Paladin(hospitaler)/4 Oracle(dual cursed)/8 is appealing for the two channel pools, but the Paladin pool is only 1d6. And - you get CHA to saves, immune to...disease I think, martial weapons, use shields and heave armor. I suppose you could cheese it and take swift channel then burn the Paladin pool to heal from the Oracle pool. The bad, you lose a few Spite Evils here and there.
If you take Aasimar you can take the human alternate(scion of humanity) and then burn a feat (Racial Heritage) -- then go with Paragon Surge spell. Sub-optimal but possible.
Bigdaddyjug
|
Bigdaddyjug wrote:And yes, when I Fortune at level 3 was inserted because I couldn't remember what feat was supposed to go there. It's obviously Selective channeling.I agree that is definitely better for your build.
I do have a couple questions about your build that might help to improve it or you might have already thought about.
1. What about non-hitpoint-healing? It seems that thru the life of the character, your "healer" won't really be able to heal anything besides hitpoint damage. You'll get Lesser Restoration potential at level 7, and then other healing even later. Have you given that any thought?
2. What does your paladin-oracle do when not healing that round? I see the potential for casting level 1 oracle spells up to and thru level 7 as the only real option. You'll be able to dish out a 3d4 Burning Hands (okay @ 3rd, weak @ 7th). With a STR 7, weapons are going to be a no-go. Since you'll only have six 1st level spells to cast at 7th, that doesn't give much depth either.
Going straight oracle (or cleric) addresses both of those issues via being a healer primary, caster secondary. I think you'll have a better experience if #2 is addressed at least.
What to do when not healing is going to depend entirely on your playstyle. Don't forget Misfortune from level 1. Also, there's no problem in using Burning Hands for most, if not all, of your level 1 spell slots because you'll have very little reason to cast a healing spell. You'll have a ton of channels, and most people in PFS carry a wand. So if 2 or more people are hurt, channel. If only 1 is hurt, wand him, or LoH once you get to level 5. At level 3, you'll have 7 level 1 spell slots per day. Even if you do need to spend a few on Bless, Shield of Faith or a CLW, you still have a few Burning Hands you can toss out.
For healing ability damage, there's always scrolls of Lesser Restoration. They're not terribly expensive at 150g and there's no reason why you can't afford a couple with no weapon to worry about spending money on. You can also add Summon Monster to your spell list and throw out one of those if necessary.
If I was building this character as a straight oracle, I would go blackened and be an aasimar. That eliminates the need for the Phylactery and allows you to take the headband of Cha for additional uses of channelling. And you know, the more we talk about this, the more I want to forsake the paladin levels. Not because I think the straight oracle is any better, but because the other low-level character I am playing in PDS right now is a paladin tank.
Screw it, I'm doing it. Straight blackened aasimar life oracle. The only thing I'm going to lose is the ability to wear heavy armor, but it's going to make the character sooooooo much easier to play.
| FangDragon |
I like the Paladin(hospitaler) using Fey Founding and Lay on Hands, Shield Other. That's a fun way to play and I know mplindustries would agree - plays one too. It's not the MAX healer, though.
With a couple of channeling feats, a Hospitaler can spend the odd move action to top everyone up a bit, and use the standard action for something else (cast a buff, standard attack, etc...) Oh and quick runner's shirt synergies nicely with Swift Channel.
Bigdaddyjug
|
I think I'm going to go emberkin aasimar. It just synergizes so well with the blackened curse and I'll get an extra skill point every level. Only problem is I need a new name, because Ykaterina doesn't scream aasimar to me.
Emberkin Aasimar Life Oracle 2 (because that's where my oracle is now)
Str: 7
Dex: 12
Con: 14
Int: 12 + 2
Wis: 12
Cha: 17 + 2
Traits: Dangerously Curious, Sacred Touch
Feats: Fey Foundling
0-level spells known: Create Water, Detect Magic, Light, Read Magic, Resistance
1st-level spells known: Burning Hands (curse), Cure Light Wounds, Detect Undead (mystery), Magic Weapon, Shield of Faith
Special Abilities:
-Channel Positive Energy (2d6) 5x per day
-Pyrotechnices 1x per day
Skills: Diplomacy +9, Kn History +6, Kn Nature +6, Kn Planes +6, Kn Religion +6, Profession +6, Spellcraft +7, Use Magic Device +10
Gear (approximately 1650g to spend): MW Backpack x2, Healer's Kit, Wand of CLW, Wand of Bless, 2x Scroll of Lesser Restoration
Armor: Chain Shirt, Heavy Wooden Shield
Progression from here:
Level 3: Selective Channeling, Life Link
Level 4: +1 Cha
Level 5: Quick Channel
Level 6:
Level 7: Extra Channeling, Energy Body
Level 8: +1 Cha
Levek 9:
Level 10:
Level 11: Lifesense
Level 12: +1 Cha
The only problem with this build is being at medium encumberance with light armor and having less AC than the previous build. That shouldn't be too big of a deal because I really shouldn't have to move much and I shouldn't be getting hit with physical attacks very often. Reflex save could be a minor inconvenience, but it won't be debilitating.
Oh, and I have no clue what feat to take at levels 9 and 11.