Oracle mystery: metal or battle


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Silver Crusade

So I'm making a nagaji oracle for PFS, and I'm having trouble deciding which mystery to take. I want to make him a physical attacker, so I've narrowed it down to the Battle mystery and the Metal mystery. Here is the comparison as I see it.

Both have:
Skill at Arms revelation to get me martial weapon proficiency

Battle has:
Surprising Charges - a pseudo pounce
Weapon Mastery - a couple of free feats it would be nice to have with my selected weapon
War Sight - act in surprise round and roll initiative twice, take better result

Metal has:
Armor Mastery - eventually able to move normal speed in mithral full plate
Dance of Blades - increase movement speed by 10 and bonuses on attacks after moving

Wow, well after listing them out like that, there doesn't appear to be any competition between the 2, but I'm still open to opinions. Me and a couple of buddies are going to attempt to level our characters up together, all some type of oracle. One is a Time oracle going into Harrower and the other is a Nature oracle with a dip in sorcerer.


I've looked over both before and my personal preference is Battle. If you're looking for more combat versatility and damage, then Battle is the way to go. If you are looking for battlefield mobility, then Metal is what you want.


I also prefer battle. Surprising charge is fantastic (adding to the value, it is an immediate action, not a swift action, which means moving even when it is not your turn as an interrupt), war sight is excellent.


Yeah battle is one of the top 5 mysteries in general I think. Its certainly number one for combat oracles.

Silver Crusade

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Yeah, after a cursory review of them yesterday, Metal seemed pretty cool what with the 40 ft movement speed in mithral full plate. Then I realized those, and Skill at Arms, were the only revelations really worth taking.

After I looked at the Battle mystery I realized it had a lot more to offer. I went ahead with:

Ula Logam (nagaji oracle of battle w/ haunted curse)
Str: 16, Dex: 14, Con: 13, Int: 10, Wis: 10, Cha: 16
Traits: Fate's Favored, Dangerously Curious
Skills: Diplomacy +7, Perception +6, Spellcraft +4, Use Magic Device +8
Feats: Extra Revelation
Revelations: Skill at Arms, Weapon Mastery (bardiche)
Melee: bardiche +4 (1d10+4, 19-20/x2) + reach
Ranged: sling +2 (1d4+3, x2)
AC: 18, Touch: 12, Flat-footed: 16
Spells Known
orisons (-): detect magic, ghost sound, guidance, mage hand, read magic, stabilize
1st level (4 per day): cure light wounds, divine favor, magic weapon

I figure I'll fill out the character like:

Level 3: Power Attack, War Sight (revelation)
Level 5: Furious Focus
Level 7: unsure of feat, Surprising Charge (revelation)
Level 9: Vital Strike (maybe)
Level 11: Divine Interference, Battlecry (revelation)

My plan will be to buff myself, then move into the fray. I might even go the enlare person route to go with my two-handed reach weapon, but I haven't decided yet. One of my first purchases is going to be a wand of lead blades to get the bardiche damage up to 2d8 and then if I enlarge it goes to 3d8, and then with Vital Strike it's 6d8. Plans for higher levels are to make the bardiche a +1 impact bardiche so I don't have to worry about using the wand every combat.


I think you need to use UMD skill to use the lead blade wand, so You will be using it reliably fairly late.


Don't underestimate the value of Battlefield Clarity revelation. A +4 re-roll on common magical effects that would disable you is gold.


Battle also offers Combat Healer, witch is surprisingly good when in a pinch.

Silver Crusade

Dekalinder wrote:
Battle also offers Combat Healer, witch is surprisingly good when in a pinch.

Well I plan on using a reach weapon, so I'm hoping that there's not too many times I have to be directly next to an enemy.

@Thac20, I could certainly take Extra Revelation at 7 and take Battlefield Clarity. Or even take Extra Revelation at 5 and push Furious Focus back to 7.


One of my favorites was a half-orc falchion wielding monster that used the Battle Mystery. Friggin Waricle and a half man.

Silver Crusade

I was considering a half-orc, but this whole character concept came about because I was talking to a friend of mine about how I just couldn't decide on what to do with a nagaji. He mentioned he was playing a nature oracle, and another friend mentioned he was playing a time oracle and it just kind of took off from there. Would be nice if we could find 2 more to play a lunar oracle and a life oracle.

I actually don't have a single half-orc, gnome, or half-elf character in PFS yet. I do have a character of every other legal race except tengu, and I have an Ifrit boon I just don't know what to do with.


Take a look at the wood mystery. No, seriously.

A revelation that gives armor that gets basically gets as good as full plate, with no speed loss and no ACP and save yourself a ton of gold. Pick the Magical Vestment spell to get an enhancement bonus on it. Another revelation that gives attack bonuses that mimic full BAB.

Silver Crusade

I looked at the Wood mystery and it didn't really catch my eye, to be honest.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Wood mystery is very good for an archer, especially an elf (favored class bonus), because of Wood Bond (which works with bows).


Half-Orc gets great feats that do not allow it to die under majority of circumstances. That's part of their power.

Silver Crusade

This is my nagaji battle oracle.

Ula Logam:
Ula Logam
Nagaji Oracle 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Bestiary 4 0)
N Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2; +2 vs. mind-affecting effects and poison
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 20 ft.
Melee bardiche +4 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Oracle Spells Known (CL 1st; concentration +4):
1st (4/day)—cure light wounds, divine favor, magic weapon
0 (at will)—detect magic, ghost sound (DC 13), guidance, mage hand, read magic, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Extra Revelation[APG], Weapon Focus (bardiche)
Traits dangerously curious, fate's favored
Skills Diplomacy +7, Perception +6, Spellcraft +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ mysteries (mystery [battle]), resistant, revelations (skill at arms, weapon mastery), serpent's sense
Other Gear kikko armor, bardiche, sling, sling bullets (10), backpack, masterwork, grappling hook, silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 30 gp, 9 sp
--------------------
Special Abilities
--------------------
Fate's Favored Increase luck bonuses by 1.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.


I used to think Wood made the best battle oracle. I still think it is very good (Wood Bond is huge for a combat character), ahead of both Metal and Battle.

Heck it's been a while, but I remember thinking Ancestor would be as good as the latter two as well, but it has been a long time since I thought about these builds.

But the new kid on the block, the Lunar Oracle is pretty much the best one to use for this now.

Only problem is it locks you into a weird for an Oracle natural weapon build.

You can do some of the same things with Dark Tapestry, another mystery I think contends with Battle and Metal in the pecking order, but Lunar is hands down the best if that style is something you can live with.

Silver Crusade

I don't like the looks of Lunar for a melee combatant at all. You will need a lot of Cha to make Prophetic Armor and Gift of Claw and Horn work well, and GoCaH only gives you 1 attack for your first 6 levels, then Form of the Beast comes online.


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sunbeam wrote:
I used to think Wood made the best battle oracle. I still think it is very good (Wood Bond is huge for a combat character), ahead of both Metal and Battle.

I'm not sure I get the reverence for Wood bond, it's similar in value to the Weapon Mastery revelation from Battle mystery (similar attack bonus values, of course there are differences in weapons that can be used and inclusion of improved critical)

The main difference is that Wood bond is top 2 for Wood mystery, while Weapon Mastery ranks fourth (at best) for Battle mystery

Also keep in mind the Battle mystery spells are better suited to a combatant.

sunbeam wrote:
Heck it's been a while, but I remember thinking Ancestor would be as good as the latter two as well, but it has been a long time since I thought about these builds.

I would rank Ancestor #2 for a battle oracle build. Very strong mystery. You have about 4 revelations that are well-made for an Oracle specializing in combat (Spirit shield, Blood of heroes, Spirit of the warrior and ancestral weapon) and some decent mystery spells including heroism and Greater heroism)

sunbeam wrote:
But the new kid on the block, the Lunar Oracle is pretty much the best one to use for this now.

This statement is why I'm responding to your post. Would love for you to explain how Lunar Oracle is best for a Combat Oracle build.

If you combine Form of the Beast with Gift of Claw and Horn I could see a Lunar Oracle being in good at combat as a Druid who BAFFLINGLY didn't take the Natural Spell feat, and vastly inferior to a Druid who did.

The spells are not well suited to combat, not that you can cast them if you are using one of your only revelations that give you any combat ability at all.

Am I missing something?

sunbeam wrote:
You can do some of the same things with Dark Tapestry, another mystery I think contends with Battle and Metal in the pecking order, but Lunar is hands down the best if that style is something you can live with.

Dark Tapestry is IMO the best Oracle Mystery, though not for an Oracle specialized for combat (though it's OK for that). I particularly love this mystery for the amazing versatility. Last Oracle I made used Dark Tapestry (Halfing Oracle) and he was a friggin' Ninja.

Silver Crusade

Ancestor mystery is nice, but some of its abilities come online too late to make it useful for a PFS game.

Dark Tapestry with Cloak of Darkness and Many Forms (troglodyte anyone?) could make you a melee powerhouse starting at level 3. And then at 7 you can add wings and be a flying troglodyte? Hells yeah!

And actually, now I'm kind of wanting to do this, because some of the other revelations give you other things to do besides just melee things to death.


Treantmonk wrote:
sunbeam wrote:
I used to think Wood made the best battle oracle. I still think it is very good (Wood Bond is huge for a combat character), ahead of both Metal and Battle.
I'm not sure I get the reverence for Wood bond, it's similar in value to the Weapon Mastery revelation from Battle mystery (similar attack bonus values, of course there are differences in weapons that can be used and inclusion of improved critical)

I wouldn't call the numbers similar: wood bond maxes out at a +5 to hit, while weapon mastery only gets up to +2. Further, a Wood Bond Oracle can still pick up weapon focus, while a Battle Oracle would have a harder time getting a competence bonus in-class. Admittedly, Wood Bond being a competence bonus does mean that it loses a lot of its appeal if you have a bard using Inspire Courage in your party.

Treantmonk wrote:
sunbeam wrote:
But the new kid on the block, the Lunar Oracle is pretty much the best one to use for this now.

This statement is why I'm responding to your post. Would love for you to explain how Lunar Oracle is best for a Combat Oracle build.

If you combine Form of the Beast with Gift of Claw and Horn I could see a Lunar Oracle being in good at combat as a Druid who BAFFLINGLY didn't take the Natural Spell feat, and vastly inferior to a Druid who did.

The spells are not well suited to combat, not that you can cast them if you are using one of your only revelations that give you any combat ability at all.

Am I missing something?

He might be referencing the trick of taking an animal companion, and then using the Elf/Aasimar favored class bonus to boost its effective level.

I'm not sure I'd call build the Lunar as a combat oracle, though. Prophetic Armor makes pumping your charisma and going for a caster oracle very tempting, especially if you combine it with other "Charisma to X" abilities.


Bigdaddyjug wrote:


And actually, now I'm kind of wanting to do this, because some of the other revelations give you other things to do besides just melee things to death.

After you get to a certain level, you will find that casting is better than melee anyway, leave that to the martial classes.


Bigdaddyjug wrote:
Ancestor mystery is nice, but some of its abilities come online too late to make it useful for a PFS game.

Have to agree with this. A lot of its best combat revelations are also tied to limited-use pools. Spirit of the Warrior is amazing for a combat oracle, but you don't get it until level 11, and then it's only for 5 rounds a day.

Silver Crusade

Yeah, I don't want to play another caster. I have 2 wizards, a life oracle/blaster, an enchanter sorcerer, and a heavens oracle. Also, I'm planning on playing this character with a couple of friends who will be playing casters, so I'd like to be the melee presence in the party.

With proper buff spells and such, I'm sure I can make an oracle a more than serviceable melee combatant.


Chengar Qordath wrote:
I wouldn't call the numbers similar: wood bond maxes out at a +5 to hit, while weapon mastery only gets up to +2.

Yep, at level 20 they aren't similar. I'm not used to playing level 20 games (I think most people aren't).

6 of your first 9 levels the bonuses are identical (1-4, 8-9)

12 out of first 14 levels the bonuses are within +1

To me that counts as similar since most campaigns I play complete by level 12 or 13. I tend to assume most people play the same way.

If you play high level campaigns, then I would agree the numbers are not similar.

Chengar Qordath wrote:
Further, a Wood Bond Oracle can still pick up weapon focus

Not sure that's much of an advantage. Oracles are feat hungry. Most aren't going to select Weapon Focus (unless they get it included with a revelation of course ;) )

Chengar Qordath wrote:
He might be referencing the trick of taking an animal companion, and then using the Elf/Aasimar favored class bonus to boost its effective level.

I'm not sure that would be overly effective. Animal companions provide diminishing returns as levels increase. Using the Elf/Aasimar FC bonus would slow that down, but the returns would still diminish I expect.

Chengar Qordath wrote:
I'm not sure I'd call build the Lunar as a combat oracle, though. Prophetic Armor makes pumping your charisma and going for a caster oracle very tempting, especially if you combine it with other "Charisma to X" abilities.

I thought the same thing when I first read the mystery, though if you dump Dex (which is kind of the point) you end up with a crap-tastic initiative modifier which can be terrible for a caster. With a low point buy I could still see it being a good choice though.


I'd argue that a battle focused Wood Oracle would get Weapon focus early in his career. Levels 3 and 5 would be for Weapon Focus and Power Attack (order may vary).

Additionally Wood Bond affects more weapons so you aren't as bad if you switch weapons. Pulling out a bow isn't as painful for a wood oracle as it is for a battle oracle. If you are a elf, half elf, or in PFS any race with a trait to burn it's possible to become proficient with a bow.

Wood Oracles are more mobile, not having speed slowed when using the Wood Armor Revelation.

Battle mystery is a little more versatile, having more weapons to choose from with Skill at Arms, and pseudo pouncing is nothing to sneeze at, and if you want an oracle that specializes in maneuvers then it's the obvious choice. I would however say that if you are looking at an oracle that mixes it up in melee then Wood is a very strong choice and competes with other mysteries for top tier.


Treantmonk wrote:


sunbeam wrote:
But the new kid on the block, the Lunar Oracle is pretty much the best one to use for this now.

This statement is why I'm responding to your post. Would love for you to explain how Lunar Oracle is best for a Combat Oracle build.

If you combine Form of the Beast with Gift of Claw and Horn I could see a Lunar Oracle being in good at combat as a Druid who BAFFLINGLY didn't take the Natural Spell feat, and vastly inferior to a Druid who did.

The spells are not well suited to combat, not that you can cast them if you are using one of your only revelations that give you any combat ability at all.

Am I missing something?

I'm not sure I have every compared a Lunar Oracle built for melee with a druid. Maybe a druid is better at this.

But there are lots of magical beasts, some with lots and lots of attacks and special abilities. Then add the additional two attacks from gift of claw and horn.

Now some of the magical beast forms should be capable of casting spells, though this is always a debate (like the elemental form one). You are right that other than Aspect of the Wolf, there aren't many buffing spells on that list. But the basic cleric buff spells are.

Instead of comparing the Lunar Oracle to a druid, build one, pick some form from the magical beast list, then compare it to a Battle Oracle.

I might add that as nearly as I can tell Touch of the Moon works with the mass inflict spells. There are lots of things immune to confusion, and lots of things that are not. While not a direct combat enhancing thing this is pretty nasty to be able to pull out at times.

Then we get the charisma to AC thing... and then there is the animal companion thing (just as good as a druid's and you can buff him, though not with some of the druid specials).

Silver Crusade

The whole discussion about the Lunar mystery is irrelevant for this thread anyway because I do not yet own Blood of the Moon and have no plans for buying it in the near future.

I also want to be a melee threat, and the Wood mystery seems to work best with a bow user. There just aren't enough primarily wooden weapons to make it worthwhile for a melee character. I will admit that the Wood Armor revelation is nice, but not nice enough to make up for poor weapon choice.

The Ancestor mystery would be top of the heap if Spirit of the Warrior were available at level 7 instead of level 11. Ancestral Weapon and Blood of Heroes are both very nice, and Spirit Shield is identical to Wood Armor. I'm also very fond of the spell list, mainly because I dig any way to add heroism to the cleric spell list.

The Metal Mystery has a lot of battlefield mobility built into it, and it also has some very nice additions to the spell list (lead blades, keen edge, versatile weapon).

Finally, the Battle Mystery is chock full of goodies. None of the revelation may be as good as Wood Armor/Spirit Shield, but all of them are definitely better than the 2nd best revelations in either of those mysteries. Surprising Charge is a psuedo pounce that I'll get to use twice per day starting at 7th level, which is convenient seeing as I'll get an iterative at 8th. War Sight is also great in terms of action economy and being able to have more control over the initiative order. And Weapon Mastery is two feats I probably would have taken anyway. Well, I probably would have put keen on my bardiche, but Improved Critical is just as good.


Also, so you remember this: Eldritch Heritage feat line if you can.
Either use something like destined or another to increase your AC or Orc or Abyssal to increase your offensive capabilities.


Bigdaddyjug wrote:
I also want to be a melee threat, and the Wood mystery seems to work best with a bow user. There just aren't enough primarily wooden weapons to make it worthwhile for a melee character. I will admit that the Wood Armor revelation is nice, but not nice enough to make up for poor weapon choice.

When it comes to Wood Bond melee weapons, a lot depends on what your GM would say qualifies as a mostly wooden weapon. If polearms count (not unreasonable, when spears are cited as an example by the ability) then plenty of good options open up.

Silver Crusade

Well, if a bardiche would qualify for Wood Bond, the Wood mystery just became a lot more appealing. I've never played a reach character, and I love the fact that the bardiche is both reach and has a 19-20 critical threat range. The biggest problem with the Wood mystery is that the only revelations I could really see myself taking are Wood Bond, Wood Armor, and Thorn Burst, and I could have all of those by level 3. If I multi-class, Wood Bond loses some of its usefulness. If I don't multi-class, what do I do after level 4? I could maybe take Wood Weapon at 7 to get a bow for when I can't make it into melee, but it definitely seems like multi-classing into fighter or slayer or even paladin would be better at that point.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Treantmonk wrote:
sunbeam wrote:
But the new kid on the block, the Lunar Oracle is pretty much the best one to use for this now.

This statement is why I'm responding to your post. Would love for you to explain how Lunar Oracle is best for a Combat Oracle build.

If you combine Form of the Beast with Gift of Claw and Horn I could see a Lunar Oracle being in good at combat as a Druid who BAFFLINGLY didn't take the Natural Spell feat, and vastly inferior to a Druid who did.

The spells are not well suited to combat, not that you can cast them if you are using one of your only revelations that give you any combat ability at all.

Am I missing something?

What I'm doing with my Pitborn Tiefling Lunar Oracle is focusing on getting as many Natural Attacks as possible (I have primary racial claws + bite and eventually gore from GoCaH). I also took the Wrecker Curse and am ending up with a very focused Sunder build which is also excellent against Constructs. I'm also considering a few levels of Breaker/Numerian Liberator Barbarian for the synergies, but will probably pass.

Inflict casting works well with natural attacks, and the confusion rider on that looks nice -- haven't gotten high enough to test that out yet, though.

May not be the *best* combat oracle, but she does all right when she's focusing on doing her thing (ie wrecking stuff).


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Bigdaddyjug wrote:
Well, if a bardiche would qualify for Wood Bond, the Wood mystery just became a lot more appealing. I've never played a reach character, and I love the fact that the bardiche is both reach and has a 19-20 critical threat range. The biggest problem with the Wood mystery is that the only revelations I could really see myself taking are Wood Bond, Wood Armor, and Thorn Burst, and I could have all of those by level 3. If I multi-class, Wood Bond loses some of its usefulness. If I don't multi-class, what do I do after level 4? I could maybe take Wood Weapon at 7 to get a bow for when I can't make it into melee, but it definitely seems like multi-classing into fighter or slayer or even paladin would be better at that point.

Geez, I didn't wake up this morning thinking I am going to defend the Wood Oracle mystery.

But:

"Bend the Grain (Sp): Once per day as a standard action, you can shape or warp wooden objects. This functions as either wood shape or warp wood. At 11th level, you can use this ability to push wood away from you, as repel wood. At 7th level, and again at 14th level, you can use this ability an additional time per day."

Useful a lot more often than you would think, wood shape. It doesn't seem to come up as much as Stone Shape, but it can be useful. Warp Wood is occasionally useful. But Repel Wood? A lot of weapons have wood in them as a rule. Depends on your dm's interpretation I guess. Other than swords and spiked chains I can't think of too many that are all metal.

"Tree Form (Sp): As a standard action, you can assume the form of a Large living or dead tree or shrub, as tree shape. At 9th level, you can assume the form of a Small or Medium plant creature, as plant shape I. At 11th level, you can assume the form of a Large plant creature, as plant shape II. At 13th level, you can assume the form of a Huge plant creature, as plant shape III. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 3rd level to select this revelation."

Plant shapes get dissed on these boards. But this still gives you some useful forms, and the really important size, strength, and natural armor bonuses. What's not intimidating about a huge treant swinging a telephone pole?

But this is another thing that is open to interpretation. How does this shapechange interact with gear? Some of the available forms should be able to use weapons, make gestures, and speak like the mentioned treant. Others probably not.

Plus it is not clear to me what happens to any armor worn (including the Wood Armor).

No one would blink an eyelash if I made a treant wearing armor and wielding weapons. Or a treant spellcaster.

But shapeshift into one and questions come out of the woodwork (ha).

"Lignification (Su): Once per day, you can turn a creature into wood. As a standard action, you may direct your gaze against a single creature within 30 feet. The targeted creature (along with all its carried gear) must make a Fortitude save or turn into a mindless, inert statue made out of wood for a number of rounds equal to 1/2 your oracle level. This ability otherwise functions as a flesh to stone spell, except the target turns to wood instead of stone. This can be reverse by any effect that can reverse flesh to stone. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation."

It's a crowd control spell. Worst thing you can say about it is the fortitude save. Not as useful as some other things, but the dc should still be pretty high when you do use it.

"Wood Sight (Su): As a move action, you can alter your vision to see through underbrush and plant growth that would normally grant concealment, up to a range of 60 feet (though darkness and other obstacles still may block your sight). At 7th level, you can use this ability to see through wood or other plant material as easily as if it were transparent glass, penetrating a number of feet of wood equal to your oracle level. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive."

When you can use it, it is useful. You should be able to use this to good effect in a city or wilderness setting. And like all the abilities like this it comes in handier than just reading it implies.

"Speak with Wood (Sp): You can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the stone tell spell, except with wood instead of stones. You can use this ability for 1 minute per oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You can speak with natural or worked wood. You must be at least 11th level to select this revelation."

There is an awful lot of wood out there that might know something interesting. Walls, doors, picture frames, weapon hafts, tools, trees, panelling, buildings,...

Anyway I get that people don't think it is that cool. But I think it really does have some handy features.

Woodland Stride is the only one that is really meh I think.

Silver Crusade

Well again, it all comes down to whether the bardic he qualifies for Wood Bond.


you could be a battle oracle with wordcasting focusing on undeath and servitor? Then your spells say relevant but you dont really need to mess with DC's or worry about falling off late game.

Silver Crusade

I don't think wordcasting is legal in PFS.


Battle is probably better mechanically but bringing a deaf metal oracle to the table is just a wealth of comedy gold.

What dude? I lost my hearing listening to se awesome bards, so you have to yell for me to hear you. Got it dude?


Bigdaddyjug wrote:
I don't think wordcasting is legal in PFS.

Forgot this was PFS but you're right.


Hawktitan wrote:
I'd argue that a battle focused Wood Oracle would get Weapon focus early in his career.

I would certainly have that argument with you. Weapon Focus is usually a decent choice, but with a feat-starved class, it's normally not your best choice.

Hawktitan wrote:
Additionally Wood Bond affects more weapons so you aren't as bad if you switch weapons. Pulling out a bow isn't as painful for a wood oracle as it is for a battle oracle.

Are you thinking that an Oracle without archery feats is going to be a decent archer with "wood bond" alone? I expect that neither build should be pulling out a bow (unless the build is made for archery, in which case I would still go with battle mystery over wood btw, for surprising charge alone, though nature mystery might be a tempting archer option with a mounted-archer tilt)

Also, take a look at the wooden melee weapons. Club, Staff...they can work in a pinch, but aren't good weapons.

Hawktitan wrote:
If you are a elf, half elf, or in PFS any race with a trait to burn it's possible to become proficient with a bow.

It's possible for any character to become proficient in a bow. My elf wizard was proficient in a bow. Archery in Pathfinder is very powerful if you build a character around it, decent if you devote feat slots to it, and pointless otherwise.

Hawktitan wrote:
Wood Oracles are more mobile, not having speed slowed when using the Wood Armor Revelation.

The ways to improve mobility are exceedingly plentiful. Wood Armor is but one of those options. How many other options would you like me to list? I suspect I could list 10 good options to provide mobility equal or better than wood armor without much difficulty, or should I list 20?

Hawktitan wrote:
and pseudo pouncing is nothing to sneeze at

Keep in mind that surprising charge is an immediate action which means you can use it to interrupt.

As in:

DM: "The wizard casts a spell"
Player: "I identify the spell being cast with spellcraft..." rolls a die
DM: "He's casting (insert save or die here) on the Oracle...make a Fort save"
Player: "Actually I'll use my surprising charge ability as an immediate action to interrupt and move around the corner breaking line of effect. I'll use a free action to laugh at the funny wizard."
DM: "oh."

It's SOOOOOOOOO much more than a pseudo pounce.

sunbeam wrote:
Now some of the magical beast forms should be capable of casting spells, though this is always a debate (like the elemental form one).

Elemental forms are not a magical beast form. Druids emulate the "Elemental Body" spells to take elemental forms. Lunar Oracles can't do this.

Can you name a decent Form of the Beast shape (legal for the Lunar Oracle) that could also cast spells without Natural Spell? (As in capable of somatic/verbal components)

You said "some", I would be impressed if you could name any.

Can you name just one?

sunbeam wrote:
Instead of comparing the Lunar Oracle to a druid, build one, pick some form from the magical beast list, then compare it to a Battle Oracle.

Right now there is NO comparison since one is a primary spellcaster and the other can't cast spells at all.

Or have you found that form of the beast that can cast spells yet? If so, list the creature and I'll do a comparison.

PH unbalanced wrote:
Inflict casting works well with natural attacks

...and how are you casting spells in form of the beast without the natural spell feat? If there's a legal form to do so, I think sunbeam would be interested!

Sunbeam/PH Unbalanced:

If a spell has a "V" component:

Verbal: A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice.

If a spell has a "S" component:

Somatic: A somatic component is a measured and precise movement of the hand.

Also, any material or focus item required will be melded into your form and unusable.

Druids get around this with the "Natural spell" feat:

Natural Spell

You can cast spells even while in a form that cannot normally cast spells.

Prerequisites: Wis 13, wild shape class feature (Oracles don't have this)

Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.


Treantmonk wrote:
Can you name a decent Form of the Beast shape (legal for the Lunar Oracle) that could also cast spells without Natural Spell? (As in capable of somatic/verbal components)

https://sites.google.com/site/pathfinderogc/bestiary/monster-lis tings/magical-beasts/lammasu

Here's one. Now this one is kind of special, since it specifically calls out that it doesn't need material components to cast spells.

But apparently it can make somatic gestures.

And what do you know, for most of their spells Oracles don't need material components. Since generally for cleric spells the holy symbol or divine focus serves as this.

And from the oracle entry on the d20pfsrd: "Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components."

Now there are some cleric spells that take components, but most say divine focus. You might nitpick, and say they should default to having a component if one is listed for arcane casters, but I don't think this is something that is clearly spelled out.

Now, since you know everything, and have a desperate need to prove it, tell me exactly what Paizo intended with spell casting and shapechange magic.

It's pretty obvious you need natural spell for the form of a leopard or wolf. It's not so obvious for things that can speak and have appendages that can manipulate things. Take a raven or parrot for example.

You might make an argument that the form is alien to you, and you are incapable of duplicating the manner in which some of these things cast spells. Maybe, but I don't think this is addressed in the rules.

Now since you might respond, and you do know everything (and it comes color coded), answer the following questions for me:

1) How do Nagas cast spells? They can speak, but how do they manipulate components and make somatic gestures? Some of them cast divine spells, but most are arcane casters, so you can't get around components.

You might make the argument that they have evolved their own set of somatic gestures for spellcasting involving tail and tongue movements or something, one that would be impossible to duplicate by a dilettante shapechanger. Pretty reasonable, but is it spelled out somewhere?

And there are lots more things like this in the bestiary.

2) Can a pseudodragon familiar use spell trigger items? "They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature."

But wait: "Languages Draconic" what does that mean exactly given the blurb? They know a language they can't speak? I guess they understand spoken draconic maybe. Or can they speak it? If not, how did they learn it to begin with? Magically born with the knowledge of a language they are incapable of speaking and not spoken (as nothing is) in their culture? Do dragon tutors appear to teach them this language?

I might note that Faerie Dragons don't have problems with this, and while they don't have hands apparently like their larger brothers the true dragons, they don't have problems using items and such with claws.

3) Can a wizard shapeshifted into the form of a dragon cast spells? I mean his component pouch got melded, but he could have dropped it on the ground before the transformation, then picked it up. Or actually taken eschew materials. But ignoring material components, can a shapeshifted wizard cast spells?

You seem to think that this system is some kind of tautologically complete set of rules or something. I think it is anything but, and in general a lot of things that are possible under the rules aren't covered as to their ramifications.

Shapechange magic is one, just as it was in 3.x.

Now the thing about the inflict wounds is kind of a strawman. You seem to imply that someone has to be in whatever form they shift into all the time. I guess it doesn't cost druids anything to do so, but it isn't exactly a rule.

But even if you do, you can work around that with a metamagic rod.

Assuming your form can't cast spells. Personally I think if the form can speak and plausibly manipulate things it is possible.

But I don't think this whole things is as cut and dried as you seem to put forward.

And to be blunt, I also don't think that not being able to cast spells for a time is as much of a showstopper as you seem to think. If you are casting you aren't meleeing anyway, and then this whole thread is pointless. (Although honestly given the dominance of magic in this system, any kind of melee build, no matter how you do it is suboptimal.)

P.S. "Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier." says hi.


I'm curious as to what feats you would pick for a physical oracle at levels 3 and 5, assuming you did take the Wood mystery. The wood mystery doesn't feel like it pressures me to take Extra Revelation and Abundant Revelation feats as badly and since it doesn't, frees up feats for Power Attack and Weapon Focus.

Quote:

Are you thinking that an Oracle without archery feats is going to be a decent archer with "wood bond" alone? I expect that neither build should be pulling out a bow (unless the build is made for archery, in which case I would still go with battle mystery over wood btw, for surprising charge alone, though nature mystery might be a tempting archer option with a mounted-archer tilt)

It's possible for any character to become proficient in a bow. My elf wizard was proficient in a bow. Archery in Pathfinder is very powerful if you build a character around it, decent if you devote feat slots to it, and pointless otherwise.

A 8-10 str wizard using a bow or javelin is not the same as a 18+ str character. The wizard is using spells with higher DCs due to having a higher casting stat and possibly feats taken to bolster them.

Also yes - I expect that melee oriented types have a ranged weapon of some sort. A longbow is typically the best choice but not the only one. I don't care if a fighter is a two-handed weapon archetype. He still should have a bow that matches his str rating especially in PFS when you don't know who your team will be.

Quote:
Surprising Charge [...] It's SOOOOOOOOO much more than a pseudo pounce.

It is. I used the language that was used by the original poster but you are correct. Surprising charge is probably the best revelation that the battle mystery possess. You get abundant revelation for this - and probably a ring of revelation as well.

As far as mobility goes yeah there are plenty of options but there is usually a fairly hefty cost associated with it- either gold, level dips or actions. Still having good armor with no ACP or max dex is fairly nice. And as I mentioned earlier it's pretty hard to argue that Wood Armor can't be the target of Magical Vestment.

For the record I don't (and didn't) want to make the statement that Wood is hands down the best. I originally just wanted to present it as an option since I do feel it's strong but often glanced over and dismissed. And hey, how often does one get to debate Treantmonk :).

Dark Archive

Getting back to the original question, I had a lot of fun with a Haunted Human Battle Oracle of Gorum, albeit not in PFS. Started out with Skill at Arms and Surprising Charge from Extra Revelation, taking War Sight and Battlefield Clarity as he advanced. He was extremely effective in and out of combat, with loads of additional spells known from his favored class bonus from level 4 onward. Boots of Striding and Springing are a cheap and easy way for an extra 10ft of movement and are one of those items I have been putting on characters for decades. Had him going down the Eldritch Heritage line when he was retired due to RP reasons at 10th level.

Feat Selection:
1 Toughness
Extra Revelation
3 Power Attack
5 Furious Focus
7 Eldritch Heritage (Arcane) (Greensting Scorpion familiar for +2 initiative)
9 Improved Initiative


Has anyone checked out the new Oracle archetype in the advanced class guide, the Warsighted Oracle?

You exchange 1st, 7th, 11th, and 15th revelations for the ability to get combat feats for one minute at a time, equal to a number of times per day of 3+1/2 oracle level. Up to 3 combat feats as a swift action by level 15. Giving up revelations is a bad thing. BUT, at the same time, getting to use a bunch of feats might not be.

This plus maneuver mastery might end up being OK, or using this with Vital strike and Greater weapon of the chosen, etc. I dunno.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Treantmonk wrote:
pH unbalanced wrote:


Inflict casting works well with natural attacks

...and how are you casting spells in form of the beast without the natural spell feat? If there's a legal form to do so, I think sunbeam would be interested!

I'm actually not using Form of the Beast. I get my natural attacks in my base form -- Tiefling claws, bite (and eventually gore) from Gift of Horn and Claw.

At level 7:

My revelations are Primal Companion (Crocodile), Prophetic Armor, Gift of Horn and Claw, and Touch of the Moon. Feats are Extra Revelation, Power Attack, Eldritch Claws, Improved Sunder.

Inflict Caster + buffs. Wrecker Curse. Trait that gives extra damage against constructs/when sundering.

Rather niche, focused on wrecking things. Damage with natural attacks is awfully nice -- and stellar against constructs -- but I take a lot of damage. As I said, a couple of levels of Breaker Barbarian would probably improve this, but I haven't decided yet if that's the way I want to go.


sunbeam wrote:
Now, since you know everything, and have a desperate need to prove it

I'm guessing you took something I said as a personal insult?

If so, you have my apologies. I don't know everything, but I do like to have fun debates. Obviously, was not a fun debate for you.

For the record, I think you bring up some interesting questions, but I'll skip responding specifically as I have a style which some (including you obviously) don't appreciate. Sorry about that.

Hawktitan wrote:
I'm curious as to what feats you would pick for a physical oracle at levels 3 and 5, assuming you did take the Wood mystery.

That's a heavy question as it would rely on what kind of build I was going for, I can maybe provide a couple examples...

Obviously with differing combat styles there are a number of feats that are particularly useful. Naturally there are specific feat chains for mounted/melee/sword and board.

The less obvious (but really good) choices are those that don't provide the straight statistical bonuses, but instead provide flexibility in use of the combat skill you already have.

Personally, I think Step Up/Follow up/Step up and strike is a particularly nice feat chain.

Naturally, with a Battle Oracle, combat manoeuvres are an option, which of course require their own feat chains.

Sometimes it's a good idea to go for other kinds of feats. Abundant Revelations is a great way to make Surprising Charge even more surprising.

Combat Casting becomes a bit unnecessary at high levels, but at low levels it's great, especially for a melee/caster

It's not particularly creative, but Improved Initiative will often allow you to cast off a quick buff before you get close and personal with big baddies.

If I want a defensive-tank build, the halfling racial feat chain offers a number of nice defensive options that aid your allies as well. Add in Lucky Halfing and you can frustrate your GM as attacks and spells seem to never stick.

If I was to take Weapon Focus, I'm probably not taking it for the +1 to hit as much as I'm taking it to qualify for Dazzling Display, allowing a nice little debuff based off Charisma. Make a Half-Orc, add in Skill Focus and (the name escapes me right now, but the feat that allows both Str and Cha bonuses to Intimidation rolls) for fun.

Don't get me wrong, there's nothing wrong with a flat +1 to hit with your primary weapon, it's just that you can do a lot of things with feats to improve your flexibility and provide some cool abilities that add a lot of interest to a character beyond a small flat bonus.

Hawktitan wrote:
Still having good armor with no ACP or max dex is fairly nice.

Agreed. Not suggesting it wasn't good, just not amazing. (Certainly not amazing enough to recommend an otherwise lackluster mystery on its merits alone)

My last Oracle had the similar shadow armor through Dark Tapestry. I liked it (that one gave stealth bonuses as well)

PH Unbalanced wrote:
I'm actually not using Form of the Beast. I get my natural attacks in my base form -- Tiefling claws, bite (and eventually gore) from Gift of Horn and Claw.

I totally misunderstood. I thought you were making spell attacks in Form of the Beast. Got it now, thanks!

Yes, with that build, I can see why you went Lunar.


Having played a nagaji oracle of battle to the end of serpents skull (~17th level) I highly recommend them. Use a scythe. Trip, Destroy, Win

The Exchange

I've always wondered what consists being able to use somatic components for casting.

If it is hands, or claws, how do royal nagas and coutals cast? Neither of them have hands, both are snakes.

Quite a number of magical beasts (kamadan, catobepas, chimera) speak a language, so spell casting as a magical beast should not be a problem, even though lunar oracled can never take natural spell.

Lack of material components should not matter with a polymorphic pouch, or simply eschew materials. If the form you take has no language, a ring of eloquence, or just by taking the deaf curse, you do not need to worry about verbal components of the spell.

I've always wondered what it would be like to adventure in the shape of a magical beast all day long...without natural spell.


I've played the Metal Oracle and the Battle Oracle. I found the Metal mystery much more useful. I found armor Mastery and Dance of blades better than anything you get from Battle. With battle Oracle was I could get weapon focus at 1st level but the problem was I didn't have martial weapons so if I picked that first I had to choose a simple weapon. But then I take Extra Revelation as feat to get the proficiencies. So it all works. Problem is now I have all the revelation I want out of the class by 3rd level except for the one where I need a high level.

With the metal Oracle I found it easier. I didn't need the martial weapons at 1st so I took Dance of Blades at 1st level as I couldn't afford medium armor. At 3rd I grabbed proficiencies and too weapon focus as feat. At 5th armor mastery going with Breast plate which allowed me to use my Dex of 4. Of course this was all before the Ultimate Campaign, now I'd do a Battle Oracle with weapon focus simple weapon the train it out to martial weapon at level 2 saving me a feat.


Regarding requirements for Somatic/Verbal components when using Beast Shape

I'm concerned we are getting off topic with this, therefore, I've started a new thread in the Rules Questions forum continuing our discussion (with specific quotes by you Just a Mort)

Feel free to weigh in there:

NEW THREAD

Silver Crusade

Thanks Treantmonk, I was beginning to feel like this thread had been derailed enough. Although, to be honest, it's kind of run its course. I've decided to go with Battle. Lunar was never an option, Wood made a good run at it, and Metal seemed to actually have fallen behind from the start.

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