This Oracle needs a mystery!


Advice

Liberty's Edge

Greetings!

Imagine, you would play a Half-Elf Oracle with the Ancient Lorekeeper and Dual-Curse Archetypes. As a basic strategy, you want to support your party:

- Use Misfortune and Divine Interference to force rerolls for enemies and/or your party members.
- Taking a Reach Weapon + Combat Reflexes to attack without your Standard Action.
- Casting Buffs on your turn, using saving throw-independant battlefield control stuff.

This is the character in general at Level 11. But, I can reach my goal in too much different ways, that I just cannot decide.
For example, I would like Stone or Battle for tripping stuff or Time mystery to even more rerolls.
Half-Elf would give me Weapon Profiencies for any reach Weapon I like. Otherwise I can go for Skill Focus to pick Eldritch Heritage.

Also, what Spells would you take with the Ancient Lorekeeper Archetype?

Thank you in advance!

Liberty's Edge

Sneaky, little push...


Pathfinder Adventure Path Subscriber
Nazrelle wrote:

Greetings!

- Use Misfortune and Divine Interference to force rerolls for enemies and/or your party members.
- Taking a Reach Weapon + Combat Reflexes to attack without your Standard Action.
- Casting Buffs on your turn, using saving throw-independant battlefield control stuff.

Honestly, you could probably do most of this better with a witch.


if you're going to be an ancient lorekeeper, maybe lore? It also has at least one really good revelation. But I dunno much about the archetype.

Liberty's Edge

Son of the Veterinarian wrote:
Nazrelle wrote:

Greetings!

- Use Misfortune and Divine Interference to force rerolls for enemies and/or your party members.
- Taking a Reach Weapon + Combat Reflexes to attack without your Standard Action.
- Casting Buffs on your turn, using saving throw-independant battlefield control stuff.

Honestly, you could probably do most of this better with a witch.

You are probably right with rerolls and buff/control. But I like the part being in meele and threaten foes with a Reach Weapon. I'm not sure, if this is a style for a witch - but maybe I'm wrong?

But after all I would like to stay with the Oracle.

Lore Mystery would fit the Archetype style, yes. Here it is - by the way.

Shadow Lodge

If you want melee, go for metal. The skill at arms gives you melee capability. If you want save or suck spells, Murderous Command+Heighten spell=Foes fighting each other.


Heh, methinks I'm not going to be great at helping you whittle down your options, but some opinions nonetheless. Went on longer than intended so apologies.

When you say saving throw-independent battlefield control is that because you don't want to focus much on charisma?

If you want to go for tripping with your attacks of opportunity I'd probably go for the Battle mystery. Getting skill at arms will let you keep your skill focus for an eldritch heritage, and I do quite love eldritch heritage on characters of any kind.
The Maneuver Mastery is also pretty much needed I think if you want a non-full BAB class to succeed at tripping and stuff. The mysteries I'd probably end up choosing are skill at arms, trip mastery, misfortune, weapon mastery and... iron skin? fortune? I don't know.

On the other hand choosing a spell like chain of perdition would let you trip or do a host of other combat maneuvers using caster level and charisma. The downside being weapon enhancements etc won't affect your CMB with this. And taking the time to cast the spell.

In terms of lorekeeper spell choice there are far too many interesting options, I agree. But they'd really depend on what the normal oracle spells you're going for are. One of the things about the +1 spell level to the spells is that with spells like dominate person you can think of it as an in-built heighten spell rather than thinking of it as a downside. Less of a good side if you're not focusing on charisma though. Otherwise it's just looking for spells that are worth it despite the level bump.

If you are deciding not to focus much on charisma then displacement, dimension door and contingency are spells that would probably make it onto my list as ones I feel are worth the level bump. Not haste since you already have blessing of fervour available.

For some charisma dependent options, Call the Void could work nicely with the step up feat line for some anti-caster control. Tripping and keeping enemies close by would mix hilariously with Detonate (possibly gained through Shadow Evocation for maximising your spell options, also would that mean that you'd only take 20% of the normal damage since you'd auto-succeed at your own will save? Would need to check that.)

If wanting to expand your (charisma-dependent) combat maneuver options then battering blast (also available through shadow evocation) or strangling hair could be funny.

Fluid Form would give +10ft to your reach with your weapon, and some nice other stuff. Probably not needed with Righteous Might available though.

Resilient Sphere is one of my favourite spells, and Unwilling Shield or Enemy Hammer are some fun (again, charisma-dependent) options. Though enemy hammer is only partially save-dependent.


Son of the Veterinarian wrote:
Honestly, you could probably do most of this better with a witch.

A witch's misfortune works a lot different than the oracle revelation. The oracle doesn't have to cast a thing, but eats up a lot of swift actions. Very different play style.

My friend went with time when he was deciding on a reroll kinda' build for his oracle, not too keen on how it works out though and I don't have much experience with oracles. Temporal Celerity looks pretty killer though.

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