Ancient lorekeeper Oracle spells?


Advice


What spells would you choose as an ancient lorekeeper oracle for your bonus spells?

You gain a spell at levels 2,4,6,8,10,12,14,16,18 which you can choose from the sorcerer/wizard spell list but it must be one lower spell level than your highest which you can cast.

So, spell levels: 0,1,2,3,4 and so on...

What would you choose as the most optimal spells as an oracle?

My oracle would be an ancient lorekeeper nature oracle and race would be human, since we're playing a homebrew campaign where the GM allows me to pick the ancient lorekeeper archetype for human since no elves exist.

All help is appreciated :)


Too open ended a question. What do you want to do with the character? Are you going to be buffing up and meleeing? Playing with archery? Healing? Going full spellcaster mode? Utility caster?

What level are you starting at? What level will you be playing till? What does the campaign involve? Is there a certain type of enemy featured prominently? Who are the other people in the party?

You can go a bunch of directions with ancient lorekeeper, and no one is the 'right' way.


Peter Stewart wrote:

Too open ended a question. What do you want to do with the character? Are you going to be buffing up and meleeing? Playing with archery? Healing? Going full spellcaster mode? Utility caster?

What level are you starting at? What level will you be playing till? What does the campaign involve? Is there a certain type of enemy featured prominently? Who are the other people in the party?

You can go a bunch of directions with ancient lorekeeper, and no one is the 'right' way.

Hmm, true that. I'm going for full spellcaster, battlefield control somewhat and then buffing. Debuffing maybe and other such as sidenote.

Cleric takes care of all the healing so I will specialise a lot more and going to naturally use summon monster.

Will continue to full level most likely, from level 3 till we end the campaign. The campaign has no elves or orcs, 80% maybe humans, some dragons and such but mostly humans and whatever normal monsters one can imagine.

We have a cleric with heal and scalykind domain also goes a lot to melee, a wizard necromancer and an inquisitor melee.

Does that narrow down it a little bit :)?


Here are few Ancient Lorekeeper choices that I've made, although I haven't played all the way through to the top spell-casting levels yet.

At Oracle 2: Mage Hand or Prestidigitation.

At Oracle 4: Gravity Bow or Magic Missile, or maybe Shield (only if you're likely to be a Magic Missile target, as oracles can use regular shields) or Mage Armour (the last is unnecessary if you take certain Oracle revelations).

At Oracle 6: Mirror Image or See Invisibility.

At Oracle 8: Deep Slumber or Fireball (the latter is unnecessary if you have the Blackened curse).

At Oracle 10: Stoneskin.

At Oracle 12: Teleport.

At Oracle 14: Chain Lightning.

At Oracle 16: Prismatic Spray.

At Oracle 18: Maze (no save, only SR).

Edit: you might want to look into Dimension Door too (would be Oracle 10).


Bellona wrote:

Here are few Ancient Lorekeeper choices that I've made, although I haven't played all the way through to the top spell-casting levels yet.

At Oracle 2: Mage Hand or Prestidigitation.

At Oracle 4: Gravity Bow or Magic Missile, or maybe Shield (only if you're likely to be a Magic Missile target, as oracles can use regular shields) or Mage Armour (the last is unnecessary if you take certain Oracle revelations).

At Oracle 6: Mirror Image or See Invisibility.

At Oracle 8: Deep Slumber or Fireball (the latter is unnecessary if you have the Blackened curse).

At Oracle 10: Stoneskin.

At Oracle 12: Teleport.

At Oracle 14: Chain Lightning.

At Oracle 16: Prismatic Spray.

At Oracle 18: Maze (no save, only SR).

Edit: you might want to look into Dimension Door too (would be Oracle 10).

SOunds like pretty solid choices, I forgot to add that I picked the haunted curse so that drops off, mage hand but otherwise I like almost everything except I'm not sure why would you pick magic missile? Is it because it's force dmg and not a certain elemental?


Like you said, Magic Missile because it's force damage (very good vs. incorporeal foes, etc.) - but also because it's an auto-hit spell (barring Shield effects). And a spell which the foes would certainly not expect from a divine spellcaster! :)


Wood Oracle. Use the spells for the great archery spells. Be the best archer in all the lands !!


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If you have the dazing spell metamagic, fireball, fire snake or chain lighting become great choices. But for the typical caster Oracle I would pick:

0: Prestidigitation
1: Vanish
2: Mirror Image
3: Haste
4: Confusion
5: Overland Flight
6: Contingency
7: Spell Turning
8: Polymorph Any Object

The main draw of these spells is that they do not lose their value as you lvl up.


Gravity Bow, Arrow Eruption, Named Bullet etc


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I'm playing an oracle of life/ancient lorekeeper who's a bit of a Gish and these are the ones I've slotted thus far:

2: acid splash
4: enlarge person
6: false life
8: fireball
10: stoneskin
12: cone of cold
14: form of the dragon I (transformation at 16)
16: form of the dragon II

I also plan to take eldritch heritage arcane bloodline and greater eldritch heritage to access more arcane spells.

I'm a bit conflicted over my level 4 slot as I'd like to choose magic missile to get some blasting options in early on. But I've decided to content myself with sound burst at level 5.

The party I'm in consists of a two weapon rogue, a Kensai magus, and a ranger archer. I pumped my con, took toughness and have the best defenses in the party. Together, the Kensai and I alternately sub for the caster/tank roles. We are currently level 4.

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