Kingmaker Nature Oracle advice


Advice


Hello, all!

My group has just started Kingmaker. I am in a group with a melee Rogue, a non-lethal damage Samurai, and a Gunslinger who is grabbing one level of Alchemist to gain an extra arm to help him reload his pistols. I have made a level 1 human Nature Oracle:

12
10
12
14
8
19

Traits: Nomadic & Eyes and Ears of the City (Know: Geography and Perception as class skills)

Feats: Skill Focus (Perception), Fast Learner
(I got the Focused Study racial trait)

My saves are +1, +0, +1.

AC: 21 (Chain Shirt + Armored Kilt, heavy wood shield, +4 Charisma)

Spells: Bane, Cause Fear, CLW

I took Nature's Whispers as my first mystery and plan on getting the mount at level 3. As far as feats are concerned, I plan on taking Eldritch Heritage (arcane) around level 9 or so.

I have the Haunted curse.

I was thinking about possibly getting 4 levels of veiled illusionist to grab some extra illusion spells.

My question is, does anyone have any advice on how I can be more effective at making up for the lack of spellcasting from the rest of my party? Or maybe even some general advice on this character? I have already played the character one time, so I cannot change anything here that I have posted.

Also, are these saves going to doom me, should I take Great Fortitude and/or iron Will, or will I be okay as far as that goes?

No spoilers for Kingmaker please. Any help with this would be appreciated!

Lantern Lodge

If you're planning to use Eldritch Heritage to add arcane spells to your repertoire, you should note that the Design Team issued a relevant FAQ:

"New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class."

In the Kingmaker campaign I played in we had 4 martials and me, so I went the opposite from you and designed a Samsaran Wizard using the Samsaran's ability to add Cure Spells to my list (from the Bard List). This tied us over until I got an Oracle of Life as a cohort at level 7.


Well, take a look at the players guide, specifically the ranger favored enemy list:

animal, dragon, fey, humanoid (boggard, human, giant, or reptilian), magical beast, monstrous humanoid, plant, undead, and vermin.

That's a pretty good sampling of what you'll be up against. And it looks you've got a very fighty-party.

First, don't skimp on the buffing spells. Bless is going to be a lot more useful then bane for your fighters.

Good utility spells for your party:
invisibility purge (fey like invisibility)
air walk
liberating command
resist energy, communal

For offensive:
arrow of law
prayer
magic weapon
magic weapon, greater
blessing of fervor

For healing:
lesser restoration
breath of life
remove blindness
suppress charms

Second
You are likely to be the ruler, due to your charisma. Take that into consideration in your planning. Consider a cohort (even with the penalty from having an animal companion).

Third

You're likely to be covering "ranger" duties - survival, knowledge nature. You'll want to have those skills at pretty high (near max) levels, unless someone else has them in your party.


If you were to go Aasimar you could use the oracle favoured class bonus on your companion thus ending up with a companion with more levels than you!
You gain one extra level per two oracle levels so at level 6 your companion would be level 9. I would start that off from level one and take the companion first.

The Exchange

Had to chip in my two cents on the veiled illusionist question: my heavens oracle's favorite spells have been from her veiled illusionist levels, specifically shadow conjuration and shadow evocation. Few things are funnier than watching an enemy pound on his shadow evoked resilient sphere while the party arrows auto pass their will save and go right through--though it looks like you're not specializing in illusions so your save DCs would be pretty low.

Still, it might be worth it for greater invisibility alone, and it doesn't look like you lose much in the way of your mystery spells. Not sure how much diplomacy is in kingmaker, but if you like being a diplomancer, check out raiment of command (as well as the tap inner beauty and enhance diplomacy spells, and that wand of adoration you can UMD when you really need it as high as possible). Also, that rolling twice for SR ability that veiled illusionist gives at level 4 is actually pretty amazing, and the disguise trick has a lot of rp value.

Summary: veiled illusionist has a lot of flavor and certainly wouldn't be bad. I'll echo the opinion that bless is more useful than bane.


@Captain Zoom - Thanks for the clarification on that ruling. I think I will still get the first feat so I can have an extra spell per level.


@Tangaroa - Awesome spell advice. I agree with Bless being better. I guess I was thinking of synergy with Bane and Cause Fear. Are there any metamagic feats you would recommend with certain spells?

Also, my GM isn't allowing cohorts unless they are a class feature, so I'm out of luck on that one.


@ Bozworth - Are there any Conjuration spells you would recommend using with Shadow Conjuration? Besides Spell Focus or being a gnome, how else can I make the illusions more powerful?


Oracles generally don't want to take PrC's, you lose access to uuseful FCB's, you don't get higher level mystery spells and don't get extra revelations.

If you want to grab a number of illusions then I would consider being a Wayang if available. They have an FCB allowing them to add a wizard illusions spell to their spells known every level provided it is at least one level lower than their maximum.

I wouldn't take Bless as a spell known, grab a wand when you can, it will be just as effective.


Dreamkey316 wrote:

@Captain Zoom - Thanks for the clarification on that ruling. I think I will still get the first feat so I can have an extra spell per level.

Honestly, you might ask your GM anyway. There is nothing, RAW, to stop you from getting spells through Improved Eldritch Heritage(Arcane). The FAQ is not as bad as Crane Wing's errata, but it still doesn't make sense.


For this character, I might not take any metamagic at all. Possible exceptions might be persistent spell or bouncing spell, to be used with hold person. Remember, hold person works on humanoids (boggard, human, giant, or reptilian). Otherwise, I might pick up extend spell (for the buffs), or maybe just a metamagic rod of it.

One other handy thing to remember is that share spells can be used to drop any buff on animal companion. That means you could have a horse that has something like righteous might on it! And that is a scary horse indeed!


Have you checked the Lunar Mystery? Just in case - its everything nature offers and a lot more!


My inner-roleplayer cried a little when it saw a (nomadic) NATURE Oracle with "Eyes & Ears of the CITY"!!

:)

Lantern Lodge

Just happened to notice this, if your GM houseruled and allowed this, please ignore my comments below.

Dreamkey316 wrote:
a Gunslinger who is grabbing one level of Alchemist to gain an extra arm to help him reload his pistols.

1 lv of Alchemist won't give your party's gunslinger access to alchemist Discoveries. He would need at least 2 levels to do so.

If he is planning to gain the arm discovery via the extra Discovery feat, that would be illegal, as you need access to the Discovery class feature before you can pick up extra Discovery.

Dark Archive

MacFetus wrote:

My inner-roleplayer cried a little when it saw a (nomadic) NATURE Oracle with "Eyes & Ears of the CITY"!!

:)

Hahahah! Yeah. That is rather amusing.


@Secane - I'm sure the Gunslinger is going to take the legal amount of levels to get the extra arm, I was just mainly accentuating the reason why he was dipping into Alchemist. He wasn't doing it for any of the "spellcasting" abilities, but just to help him reload his pistols.


I looked at the Lunar mystery and I really like it, so I might ask my GM if I can switch to that instead of nature. Seems to fit a druid-like feel better than the nature one.

I had heard that having a mount in Kingmaker is a huge benefit. Is this true? Enough so that I would take a horse in lieu of a more combat ready Animal Companion (I'm leaning towards a tiger). Any thoughts on this?


1 person marked this as a favorite.
Dark Immortal wrote:
MacFetus wrote:

My inner-roleplayer cried a little when it saw a (nomadic) NATURE Oracle with "Eyes & Ears of the CITY"!!

:)

Hahahah! Yeah. That is rather amusing.

Lol yeah it does seem silly, but I have story reason for it. His dad wanted him to make a living as something manly like a soldier or a town guard, so he did that for a while, hated it, and discovered his oracle "powers". He then decided to go off and be a hippie and live off the land for some time until he ran into the other PCs. I didn't say it was a great story reason : )


Lunar is definitely better; better revelations, better spell list.

If you take a cat, call it a sabertooth tiger for flavor :)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Kingmaker Nature Oracle advice All Messageboards

Want to post a reply? Sign in.