Life Oracle Remix


Advice

Grand Lodge

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So, a fellow player has been given the chance to rebuild his Elf Life Oracle from scratch.

He is rather new, and has no system mastery of any kind.

He, and the DM, have tasked me with the rebuild.

Here is the parameters:

20 Point buy.

4th level.

Must be Oracle with the Life Mystery, but any archetype is fine.

Must be Elf, or Scion of Humanity Aasimar with the Racial Heritage(Elf) feat.

Suggestions?


Aasimar with the alternative favored class bonus to Channel.

Alternative channeling of ruleship / ale-wine + versatile channeller, selective channelling, improved channel and quick channel.

Also Life Link revelation.

Sacred Conduit trait.

Ancient Lorekeeper archetype.

Give him decent Str so he can smack the enemy when not channeling.

Consider planning entry to Holy Vindicator. In this case Fey Foundling should be the 1st lvl feat though.

Grand Lodge

I know a big complaint of his previous build, was running out of spells and channel.

We have many fights in a day.

I know he wants to contribute to combat, in some way, when the chips are down.

Scarab Sages

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XMorsX- Why alternate channel, if I may ask. I didn't see anything particularly useful about them.


Choon wrote:
XMorsX- Why alternate channel, if I may ask. I didn't see anything particularly useful about them.

Being able to inflict the dazed or nauseated conditions is a great addition to the normal channeling.

Blackbloodtroll, this is why I mentioned the decent Str. He could even go for an Oradin build, bu this deviates much from teh traditional life Oracle.

The transition to HV will make him an equally good martial with the other martial classes, while retaining his channeling and spellcasting abilities.

Grand Lodge

Well, if he is an Aasimar, he must have the Scion of Humanity alternate racial trait, and his first feat must be Racial Heritage(Elf).

Otherwise, he must be Elf.

This is not debatable.

I am trying very hard to help this newer player get what he wants, with the restrictions provided by the DM.

I doubt he will multiclass later.


As a personal opinion. I like the duel cursed archtype if for nothing else than for the misfortune ability. I find the ability to negate almost every critical that the GM ever rolls to be helpful in healing.

Grand Lodge

Dual Cursed? Which Curses?


I suggest staying with an elf. Using favored class bonus to boost the channeling revalation. Focusing spells on buff and heal but also getting at least one offensive Spell pr Spell level. This will make him be somthing like a White wizard fealing. The blackend curse will give some Nice attack spells.
This wont be the king of the game but it will be a good easy to use full caster that will have a role in every combat and most non combat things.

Grand Lodge

Is Ancient Lorekeeper worth it?


The most important stats for a life oracle are usually Charisma and Constitution. Elves have no bonus in the first and a penalty in the second, which makes it more difficult. Assuming half elf is off the table I would recommend archery. It keeps you at a distance from combat while still participating. You will have to use most of your feats on archery, but that should still be okay.

Sample Build

Elf Life Oracle 4
Str 12 Dex 14 (16) Con 14 (12) Int 8 (10) Wis 10 Cha 16 (17)
Feats: Point Blank Shot, Precise Shot
Skills: Diplomacy, Heal, Sense Motive, Survival
Revelations: Channel, Life Link
Curse: Lame
Spells:
Orisons: Create Water, Detect Magic, Mending, Purify Food and drink, Read Magic, Stabilize
1st: Abundant Ammunition (if the GM is a stickler about ammo, if not, Bless), Cure Light Wounds, Detect Undead, Endure Elements, Sanctuary
2nd: Cure Moderate Wounds, Lesser Restoration, Silence

Tactics: Life link to your four best friends. Stay at range and shoot your bow, using life link to heal your friends, and cast cures on yourself as needed.


blackbloodtroll wrote:
Is Ancient Lorekeeper worth it?

ABSOLUTELY.

It is basically a "build your own spell list" archetype. What more could you ask for?

Grand Lodge

That seems decent.

The DM is not a stickler for ammo either.

Not really needed, as we seem to find arrows everywhere.


blackbloodtroll wrote:

That seems decent.

The DM is not a stickler for ammo either.

Not really needed, as we seem to find arrows everywhere.

My only issue with archery is that it is usually counter productive to be near the action, which is something you will want as a channel-based oracle.

If you do not take channeling feats, there is no reason to take the channel revelation at all IMO.

Actually, maybe we should change the mystery. Discuss it with the GM firstly. No matter the build, channelling will always eb limited and will always frustate the player.

Shadow Lodge

blackbloodtroll wrote:
Is Ancient Lorekeeper worth it?

Ancient Lorekeeper is very good, but benefits a lot from system mastery. The only reason I would even consider not taking it is to get Dual-Cursed (which is also absurdly amazing). The Misfortune revelation is game-breakingly awesome.

Grand Lodge

Are there ways to deliver channel at range?


How many figths a Day do you expect?

Grand Lodge

Cap. Darling wrote:
How many figths a Day do you expect?

Sometimes, 3 to 5.

Grand Lodge

Let's say we go Ancient Lorekeeper, how would one build it?


blackbloodtroll wrote:
Let's say we go Ancient Lorekeeper, how would one build it?

It depends on your focus. I remember that once I suggested Ball Lightning to combine it with Dazing spell for a storm / weather themed oracle. However, even if you take one of the best sorcerer spells of each lvl you will have a great basis for a primary caster Oracle.

Grand Lodge

Mostly his role has been Healer/Buffer.

He wants to have just bit more versatility than that.

When everyone is buffed, and no one needs healing, he would like something to do.


blackbloodtroll wrote:

I know a big complaint of his previous build, was running out of spells and channel.

We have many fights in a day.

I know he wants to contribute to combat, in some way, when the chips are down.

Arcane lore keeper is amazing BUT a good way to burn more spells - go for long duration buffs like heroism and things like ball lightning if you do not 'blaster spells' if combats per day are an issue.

Put all the elf bonuses into favored class oracle (channel revelation).
PS: he should also be able to be Human with the racial heritage (elf) feat or a half-elf (they count as elves).

To fix the issues
1. MAX out charisma!
get Extra channel at 1st.
2. Magical Linage trait with spiritual weapon (errata says use chr) and the Toppling Spell feat at 3rd (its AMAZING) or 5th if Dm not allows till you have 2nd level spells. Selective Channel is useful if your party spreads damage around foolishly and your all no good at positioning and quicken channel is good when you have allot of uses of channel.
Get a rod of extend (lesser) 3000gp if your combats go for ages.

1 or 2 spiritual weapons that last all combat AND have a trip attempt and is a DR penetrating force effect. Benefits from bard music and heroism etc (cheers to errata). Can easily contribute all combat for one spell cost.

Other ways to contribute:
1st: Murderous Command - takes out one opponent and damages another.

can both alter combats at critical junctures - like when a full attack is goin to kill someone best timed to also negate attacks of opportunity.

May as well have a long spear on hand even just master work with no strength a free +1/d8 attack of opportunity is still free.

Pump spell craft, diplomacy, survival and heal (very good now) - for identify ownership, social and trade dominance, wilderness direction and self-reliance/cold resistance and of combat anti disease and poison and d3 healing.

Basically with these skills you have skill contribution taken care of in EVERY terrain and situation (and are not reliant on others).

Get lesser restoration at 2nd.

Have a player much the same, they are playing the above (now after some rebuild fiddling) and are happy, one of the real contributors/power houses AND the savior and basically have had 'GREAT SUCCESS'.

Grand Lodge

By the way, if it makes a difference, this is for Reign of Winter.


None of the above will change the way he/the group has played/is playing yet works with no system mastery required.

Weapon focusing needs some fiddling and diddling from ammo to enchantments,items and feats - and might alter party dynamics. Take the straight path - win first!!

Later feats can easily be spell pen, improved spell pen and toughness. Cannot go wrong with those and won't change play style or cause additional issues.


blackbloodtroll wrote:
When everyone is buffed, and no one needs healing, he would like something to do.

Elf (-2 CON) and Life Oracle (Life Link revelation) don't go well together. I think that the aasimar approach will yield the best, even with the feat tax. Go minimum 14 CON and favored class bonuses into boosting channel effectiveness. If you do go elf, get the feat that heals you +2 hitpoints per die of healing.

The good news is that level 4 starts to open up a lot more potential to cast spells. There are a lot more spell slots. By level 6, it nearly goes away for a caster oracle.

Use some rebuild cash (if available) to pick up an interesting wand or two. A wand of Magic Missiles (with +11 to UMD potentially at level 4) that shoots out two missiles on a UMD roll of 9 or better can be like rolling to hit for 2d4+2 damage.

The Blackened Curse can be nice for adding some offensive spells to the list. You won't have enough slots at level 4 yet, but you can use a Wand of Burning Hands (CL 3rd?) for 3d4 damage (save for half) in combat for a couple levels. No UMD would be required.

*** Spiritual Weapon Life Oracle

EDIT: I removed my own Spiritual Weapon example upon reading the rest of the posts. I second insanegeddon's idea.

(although, what errata allows oracles to use CHA for spiritual weapon?)

*** Summoning Life Oracle

I'd skip this as the player has no system mastery. However, you can make a pretty decent summoner that gives lots of combat actions to the oracle. This is a potential if you deem it appropriate.

*** Melee Oracle

Use the Angel-kin Aasimar. Go +2 STR and +2 CHA. Start with a 16 STR and 16 CHA. There will always be something to do at level 4.

Grand Lodge

Selective Channel seems like a must.

We have at least two PCs, a Halfling Mounted Barbarian, and a Stonelord Dwarf Paladin, who basically charge into battle at a drop of a hat.


Errata

http://paizo.com/paizo/faq/v5748nruor1fn

Grand Lodge

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insaneogeddon wrote:


Errata

http://paizo.com/paizo/faq/v5748nruor1fn

Are you talking about this errata?


S: 10 D: 12 C: 14 I: 11 W: 16 Ch: 18 (20 pt basic aasimar, +1 CHA @ 4th)

This stat array gives a pretty high wisdom for a spiritual weapon oracle. You won't be dependent on GM custom rules with it.


blackbloodtroll wrote:

Mostly his role has been Healer/Buffer.

He wants to have just bit more versatility than that.

When everyone is buffed, and no one needs healing, he would like something to do.

It's a 3.5 spell, but Paizo made Admonishing Ray. My DMPC has used it quite effectively before.

Grand Lodge

Rory wrote:

S: 10 D: 12 C: 14 I: 11 W: 16 Ch: 18 (20 pt basic aasimar, +1 CHA @ 4th)

This stat array gives a pretty high wisdom for a spiritual weapon oracle. You won't be dependent on GM custom rules with it.

I have double checked, and he can use charisma, as per DM ruling.


As posted above:

Oracle: Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?
As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.
However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

—Pathfinder Design Team, 05/09/13


Don't forget divine favour, good hope,bard music etc ...

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

—Sean K Reynolds, 07/29/11

Grand Lodge

Okay, I am bringing a build forth Wednesday night, to see if the player approves.

Let's see if I can have something by then.

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