Life oracle with a side of control


Advice


So I did some searching and cannot seem to find much on this.

It will not be PFS. But no third party.

Planning on making an Ifrit Life Oracle (Channel revelation) and then going mostly control. Maybe grab Life Link also.

Any thoughts on how to go about this? Thinking maybe spirit guide archetype. Can switch things up as needed. Or duel cursed because misfortune would be nice for control.

And once I figure out what spells I can gain access to I would look at feats.

Also what curse does anyone suggest? I am thinking of going with deaf. I am just not sure how to roleplay it. Or I can just take tongues.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Kudos on doing a non-flame Oracle for an Ifrit!

Ifrits get a great FCB for Oracles. Likely you will use this to supercharge your channels. If you take Channel as your first revelation, you may want to take Selective Channel.

(Another great feat, though it would have to be taken at first level, would be Fey Foundling. It would help you keep up your healing to handle the life links. A lot of people mix life oracle with 2 levels of paladin to get lay on hands, but there is nothing wrong with going straight life.)

Both the dual-cursed and Spirit Guide archetypes have a lot of potential to offer.

Dual-cursed gives you access to extra revelations (a feat saver) and the really interesting revelation misfortune -- one free reroll for every member of your party, plus messing with your party. Wow, that is powerful! It also takes away your bonus skills from the mystery. With life, that may not be such a big deal for you.

Spirit guide will cost you a feat to your second revelation, but it offers you so many options in its place. The wandering spirit hex gives you so much flexibility. And the skills you get (all knowledge skills as class skills) is not a bad trade.

With the spirit guide, you will still be able to occasionally throw fire balls. :) Or teleport. Or other cool things.

Frankly, I think they're both great options.

As for curses, think about what you want.

Haunted is lovely, but it really wreaks havoc with wand use and makes the handy haversack far less useful. The spells it offers are sweet though! Tongues makes it hard to talk with you in combat, but you could get another elemental language out of the deal. Deaf is really interesting. If I went dual cursed, I would combine it with tongues. I love the free silent spell, and the roleplay possibilities. It does have an iniative cost.

Burned hands (ugh) messes with weapon use, but boosts fire. You don't need that. Wolf-scarred give you a bite at the cost of spell failure. (Biters tend to like to go dual cursed and take it with deaf.) Blind is one of the cooler options, but it won't do you any good -- you already have dark vision. Lame is okay, but it offers less roleplay options. As for wasting... well, it would be ironic for a life oracle! Do it for roleplay reasons, but I'd find it one of the most hampering.

What appeals most to you?

Hmm


Thanks for the ideas. I have never actually played an oracle before. I made some decisions last night on how I want to approach it.

I am using the FCB on channel. That will really help.
Still debating on Fey Foundling. I am taking extra revelation for Life Link. Since we are starting at 3rd maybe I should take fey foundling at first. Currently have that slotted as Improved Initiative. And at 5th is Divine Protection (kind of a given)
Will examine it some more.
Will be using the spirit guide archetype. I strive for versatility in all my characters so that will be great.

Probably going haunted curse. I will talk it over with the group and get there opinions.

Still not sure about a weapon. Might just grab a long spear for the occasional AoO.


The main thing is to not over commit to the healing thing. As an oracle you have a bunch of build options, and you'll have plenty of Cure X Wounds spells, so don't do the Paladin-Lay-on-Hands thing. You're already going to be down a spell level from being an oracle instead of a cleric (i.e. level 3 spells at character level 6 instead of 5), and taking two levels of paladin will put you 3 behind (level 3 spells at level 8). You don't want to do that as a full caster class (unless your build is independent of spells).

Like hmm said, definitely take selective channel so that channeling is combat viable.

Haunted is a solid option, especially since you get some very solid spells. However, as a divine caster, if your party wants you to be the guy who keeps a "remove fear" scroll on hand to get them out of specific jams, it's going to take you two rounds to do it.

As an Ifrit, grab the alternate racial trait "Wild Fire Heart". The +4 boost to initiative is well worth the loss of fire resistance.

Which weapon you pick isn't going to matter much. The long spear is solid, and with the DEX boost from being an Ifrit there's always the light crossbow. Summoning spells are a very reliable way of getting damage done as a divine caster, and they'll scale with level where the damage on a weapon won't, so consider picking those up as you go.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Fey Foundling would help you get more out of your healing, so that you can then give back more with your life link and channeling. It is +2 hp per dice rolled. That can add up after a while.

If initiative is more important to you than getting a boost every time you heal, take a look at Noble Scion: War. Man, that is one nice feat, but it also can be only taken at first level.

I'm building an Oradin (oracle/paladin multiclass so that I can heal in combat) and I decided that Fey Foundling would be more helpful to me in the long run. I'm still trying to decide what to do for feats later on, since I am also going Spirit Guide Archetype with my oracle levels. This means that I will need to take Channel as an extra revelation because I won't just get it for free.

If you are planning on channeling in combat, you must take selective channeling. With life link available as an option, I don't think I will channel much in combat. Still, I'd like the option for it. With the Spirit Guide Archetype, we're both going to be feat starved on levels 3-5.

But more options! More fun! A spear would be good. I also recommend the morningstar -- bludgeoning and piercing.

And since this is for a homegame, ask your GM about whether you can use UMD on Ring of Revelation to get another mystery's cool goodies. Or point to Boots of the Earth.

If you're going haunted, I have to ask, is there someone else in your party who can handle / UMD wands?

Let me know how this goes. I'm curious to see what you come up with.

Hmm

Silver Crusade

I added a side of blaster to my life oracle. I'll throw up her stat block when I get home, maybe it will give you some ideas.


So currently I have gone with the following.

Feats
Fey Foundling/or Noble Scion or Improved Initiative?
Extra Revelation (Life Link)
Divine Protection
Selective Channel.

We are starting at 3rd so the last 2 will be a little bit. Still not totally sold on fey foundling. Its really good, but so is Noble scion and improved initiative. I would take noble scion over improved initiative if I go this way because I could always take improved initiative much later. And noble scion will scale nicely.

I am basically building an Oradin with no din. Not as effective, but I am hoping the control spells I can gain from the spirit guide (arcane enlightenment hex) wizard spell list will offset the need for lots of healing. And make it more interesting to play. I am all about versatility and creativity as a player. I must always have an answer to everything, or at least die trying....

On the note of arcane enlightenment, I am going on the assumption that it works with an oracle. But I have not read otherwise. In alot of ways its too good for an oracle. Adds alot of extra spells.

I have taken wildfire heart, too good not too. Also took efreeti magic to reduce myself.

As for haunting, we have an arcanist who can help out on the wands. Still debating deaf, its just that we also focus on role play so not totally sure how to pull this off.

The ring of revelation is cool. Will look into that.

Thanks for the ideas.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Single class oracles can be very effective, and usually far more effective than multiclass characters.

Oradins really benefit from the synergy of Lay on Hands with Life Link, and the Paladin saving throws. You're getting those saving throws at 5th level. You won't have the auto-recharge, but you will be able to benefit from wands and other ways to heal (like those boots of the earth, if you can get them.)

Since you don't have a Lay on Hands ability, maybe you are better off going Noble Scion.

This isn't a PFS game, so check with your GM about how s/he will rule on arcane enlightenment. I agree that it may be to good to be true, but I am still going with this archetype because of the other possibilities. The teleport of the heavens spirit looks like fun. And even if you cannot get Arcane Enlightenment, at fourth level you can get access to the spells of each wandering spirit. Plan ahead, and you can use this very effectively.

Hmm

Silver Crusade

Fey Foundling is still nice for when you channel, especially if you set up Life Links with everybody else in the party. Here's where I went with my life oracle with a side of blaster. Just change out the blasty stuff for control stuff and you should be fine.

stat block:
Evangelyne
Peri-blooded aasimar (emberkin) oracle 6 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 Dex, +1 natural)
hp 51 (6d8+18)
Fort +7, Ref +5, Will +8; +2 vs. death
Resist acid 5, cold 5, electricity 5
Weakness oracle's curse (blackened)
--------------------
Offense
--------------------
Speed 20 ft.
Melee cestus -2 (1d4-2/19-20)
Special Attacks channel positive energy 7/day (DC 20, 5d6)
Spell-Like Abilities (CL 6th; concentration +12)
1/day—pyrotechnics (DC 18)
Oracle Spells Known (CL 6th; concentration +12):
3rd (4/day)—cure serious wounds, dispel magic, neutralize poison
2nd (7/day)—burst of radiance (DC 18), cure moderate wounds, flaming sphere (DC 18), lesser restoration, scorching ray, spear of purity{super}UM{/super} (DC 18)
1st (8/day)—burning hands (DC 17), cure light wounds, detect undead, magic weapon, murderous command{super}UM{/super} (DC 17), protection from evil, shield of faith
0 (at will)—create water, detect magic, guidance, light, read magic, resistance, stabilize
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 16, Int 14, Wis 12, Cha 22
Base Atk +4; CMB +2; CMD 13
Feats Extra Channel, Fey Foundling[ISWG], Selective Channeling
Traits dangerously curious, tomb raider
Skills Diplomacy +13, Heal +6, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +8, Profession (soothsayer) +7, Spellcraft +11, Use Magic Device +15; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Osiriani
SQ mystery (mystery [life]), revelation (life link, channel)
Combat Gear potion of cure moderate wounds, scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, wand of bless (50 charges), wand of cure light wounds; Other Gear +2 darkleaf cloth lamellar (leather) armor, +1 mithral buckler, cestus, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, iron holy symbol, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, heavy horse (combat trained), backpack, masterwork, bit and bridle, cold weather outfit, riding saddle, 1,163 gp, 2 sp
--------------------
Special Abilities
--------------------
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Life Link (6 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 5d6 (7/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, restor Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wand of bless (50 charges) Add this item to create a wand of a chosen spell.


Get Eldritch Heritage all the way. Max out the Martyred Bloodline..

Going this way will probably mean you don't take Extra Channel. Honestly, that's for the best.


For Carrion Crown AP I did a human life oracle.
Dual-Cursed with haunted and tongues (so everyone else had to learn celestial)
Selective, improved, and quick channel
Greater spell penetration
Reach spell

Played him as an undead blaster. If no undead present then he was a control caster. If control not needed had a few damaging spells. Only healed when no undead present and really really necessary.

Quick channel to blast undead mooks as well as a seering light on the vampire was pretty common for me and effective most of the time.

Wish I had done a few things different.
- Dual cursed was not as great as I had anticipated. We use the hero point system so we do have access to a few re-rolls at need. An extra one a day was nice but not shatteringly so.
- Wouldn't have taken improved channel. Everything seemed to save by a bunch or lose by a bunch so it rarely had any effect. The evil outsider channeling option would have been better.
- Wouldn't have taken the haunted curse. Messed with my capability to use scrolls, wands, and potions more than I expected. The extra spells didn't seem that useful. My GM is erratic on illusion rulings and anything I wanted to use telekinesis on was too heavy. Levitate was nice but their are other cheap ways to get that.
- Wish I had more seriously considered one of the variant channeling buffs/debuffs.
- Wish I had been Aasimar and taken the force channeling feats. I used channeling sooo much that this would have been awesome.

For control spells, Pilfering Hand and Chain of Perdition are 2 of the most useful and fun spells in the book. I used them constantly from 4th level to about 11th level. Occasionally still used after that. When I even occasionally want to use my 2nd level spell instead of a 5th or 6th level spell, that tells me that it is a great spell.
- Evil Cleric starts blasting waves of negative energy and necromantic spells? Steal his holy symbol.
- Caster with a special ability to dual wield wands of empowered enervations? Steal the wands.
- Big ugly bag thing with a mondo weapon of awful destruction and umpteen feats to make him unstoppable? Steal the weapon.
- Mounted creatures using ride by attack? Trip them?
- Need to capture/question someone? Tie them up.

The 2 levels of paladin is a really strong defensive option as it gives you probably around a +4 to +7 on all your saves. That is amazing.

Grand Lodge

Pathfinder Starfinder Maps Subscriber
Secret Wizard wrote:

Get Eldritch Heritage all the way. Max out the Martyred Bloodline..

Going this way will probably mean you don't take Extra Channel. Honestly, that's for the best.

That feat chain looks way too expensive for what it gives you, and having to take Perform Oratory as a skill focus seems a little meh, unless you are really into:

1) storytelling in bars for cash "No bull, there I was, surrounded by undead up to my eyeballs, with a sundered weapon, two allies down, all my spells gone and nothing left but a wheelbarrow, a holocaust cloak, and my donkey Puddles..." (actually, that could be kind of fun)
2) giving rousing doom and and hellfire sermons (okay, that could *also* be fun...)
3) standing on a soap box and yelling, "The end is nigh, repent sinners, repent!"

Okay, I take it back. That does have some hilarious roleplay potential, even if lacking in game mechanics. As for the rest of those bloodline powers... they're not that interesting.

Kydeem de'Morcaine wrote:

For Carrion Crown AP I did a human life oracle.

Dual-Cursed with haunted and tongues (so everyone else had to learn celestial)
Selective, improved, and quick channel
Greater spell penetration
Reach spell

Played him as an undead blaster. If no undead present then he was a control caster. If control not needed had a few damaging spells. Only healed when no undead present and really really necessary.

Quick channel to blast undead mooks as well as a seering light on the vampire was pretty common for me and effective most of the time.

Wish I had done a few things different.
- Dual cursed was not as great as I had anticipated. We use the hero point system so we do have access to a few re-rolls at need. An extra one a day was nice but not shatteringly so.
- Wouldn't have taken improved channel. Everything seemed to save by a bunch or lose by a bunch so it rarely had any effect. The evil outsider channeling option would have been better.
- Wouldn't have taken the haunted curse. Messed with my capability to use scrolls, wands, and potions more than I expected. The extra spells didn't seem that useful. My GM is erratic on illusion rulings and anything I wanted to use telekinesis on was too heavy. Levitate was nice but their are other cheap ways to get that.
- Wish I had more seriously considered one of the variant channeling buffs/debuffs.
- Wish I had been Aasimar and taken the force channeling feats. I used channeling sooo much that this would have been awesome.

For control spells, Pilfering Hand and Chain of Perdition are 2 of the most useful and fun spells in the book. I used them constantly from 4th level to about 11th level. Occasionally still used after that. When I even occasionally want to use my 2nd level spell instead of a 5th or 6th level spell, that tells me that it is a great spell.
- Evil Cleric starts blasting waves of negative energy and necromantic spells? Steal his holy symbol.
- Caster with a special ability to dual wield wands of empowered enervations? Steal the wands....

Thanks for mentioning those spells. As an oradin, I'm doing 2 levels of paladin, 4 levels of spirit guide oracle, but I'm trying to decide if I switch back to paladin or stay oracle. One advantage of staying oracle is getting to use more second level spells like the ones you mentioned. Of course, Paladin gives lots of goodies too. It'll be a tough decision.

I've been really thinking about curses. I know that haunted would get in the way of wand use. But it would work really well thematically with the whole spirit guide thing. Why can I never find my stuff? Because the spirits I didn't choose that day were jealous.

The main issue with haunted for me is that if I go back to Paladin, it never improves to get the higher level spells. And I'd love the option of wands... I suppose I could go tongues for story purposes. Decisions, decisions...

Hmm


Hmm wrote:
Secret Wizard wrote:

Get Eldritch Heritage all the way. Max out the Martyred Bloodline..

Going this way will probably mean you don't take Extra Channel. Honestly, that's for the best.

That feat chain looks way too expensive for what it gives you, and having to take Perform Oratory as a skill focus seems a little meh, unless you are really into:

1) storytelling in bars for cash "No bull, there I was, surrounded by undead up to my eyeballs, with a sundered weapon, two allies down, all my spells gone and nothing left but a wheelbarrow, a holocaust cloak, and my donkey Puddles..." (actually, that could be kind of fun)
2) giving rousing doom and and hellfire sermons (okay, that could *also* be fun...)
3) standing on a soap box and yelling, "The end is nigh, repent sinners, repent!"

1. That is awesome.

2. The powers are AWESOME.

Spoiler:
Sacrificial Boon (Su): At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This is awesome. clutch bonus to a clutch saving throw, for hitpoint you give up is not something you even need, thanks to healing yourself through channel. It's the weakest ability here, but the extra +1 for skill checks while being a party face is not something to give up.

Rallying Cry (Su): At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Gift of Blood (Su): At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points.

Both are awesome but Gift of Blood is better because it works off CHARACTER LEVELS for max hit points. It's really good because temporary hit points are hard to come by. This can give your allies a ton of life.

Sacrificial Exchange (Su): At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally.

+2 to CHA for -2 to a dump stat is awesome.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

I missed the part about it being based off total character level. That makes this option much more interesting than I previously thought. Thanks for pointing this one out.

But that's still a lot of feats, and improved eldritch heritage isn't available until 11th level, when magical items start really taking over the game.

Out of curiosity, what do you do with your skill focus in Perform Oratory? I figure that so long as you have it, you should be using it.

Hmm


9 times out of 10 I start spinning an epic yarn to distract guards, mooks, whatever.

GM opposes it to Sense Motive or Bluff, whichever is higher. If they don't save, its easier for the party to get the drop on them or simply bypass them through Stealth.

1 times out of 10 I just goof off with it.


Hmm wrote:

... As an oradin, I'm doing 2 levels of paladin, 4 levels of spirit guide oracle, but I'm trying to decide if I switch back to paladin or stay oracle. One advantage of staying oracle is getting to use more second level spells like the ones you mentioned. Of course, Paladin gives lots of goodies too. It'll be a tough decision.

I've been really thinking about curses. I know that haunted would get in the way of wand use. But it would work really well thematically with the whole spirit guide thing. Why can I never find my stuff? Because the spirits I didn't choose that day were jealous.

The main issue with haunted for me is that if I go back to Paladin, it never improves to get the higher level spells. And I'd love the option of wands... I suppose I could go tongues for story purposes. Decisions, decisions...

In my opinion, 4 levels of oracle is way to many for a dip of anything except maybe fighter or something like that for the feats and BaB. Most especially for a class that has a penalty like oracles curse. If you are taking 4 levels just go for it.

Mechanically, there are pros and cons to taking 2 levels of paladin. As I said the heavy armor, HP, and huge plus to saves since you are a charisma caster are tough to overestimate. But losing 2 caster levels is also really tough.
I elected not to simply because I am heartily sick of the arguments that start with, "Paladins must / can't / should / would / never ..."

Mechanically, in our campaign the bonus to saves would have been more than worth it. We were rarely in trouble from actual damage or conditions. But dominate/charm/control will saves and instant death fort saves almost wiped the party a couple of times.

Haunted fit my theme also, but it was much more hassle than I thought it would be. Wand of protection from evil to give a second will save is a prime example of something I could have made great use of. But with the action delay in getting it ready for use, I ended up feeling like I had to have it as one of my known spells. Same for death ward. neither is horrible to have, but I ended up having to leave several spells out of my spells known because there were others that I felt we had to have and I was unable to provide with scrolls or wands in an emergency.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

I am starting out with magical knack. That will boost my caster level in Oracle, though I'll still be two spell levels behind everyone else at my level. As a half-elf, I have the option to boost revelations, which means that I can bring my channeling up to level.

I wonder if they'll come up with an Oradin hybrid class at some point? They seem to have created hybrids for everything else.

Thanks for the thoughts on haunted. I've been looking very closely at clouded vision and deaf as well, but maybe I'll give tongues another look.

Question: Did you have access to a wand wrist sheath so that you could get the precious wands out more quickly / safely with haunted? One thing that I'd like with PFS is a wand with the Paladin spell "Bless Weapon" on it. And maybe a second wand of "Bless."

Question: How long does it take to move a life link (at your first life oracle level) from one character to another?
Hmm


I would not expect more hybrid classes any time soon.

It was a home game not PFS, our GM doesn't feel the wrist sheath should work with something that is not a weapon. Even then, that gives you at most 1 or 2 wands. I would have wanted more than 2 spells and some things I only wanted 1 or 2 scrolls of it not a whole wand.

Quote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature....

Silver Crusade

Wait, the desciption of spring-loaded wrist sheathe specifically calls it out as working with a wand, but your home game GM doesn't think it does? That might be the weirdest YMMV I've ever heard.


Pathfinder Roleplaying Game Superscriber

Hmmm, how about showing us you oradin build?

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Tarondor, it is not done yet! But I will post it soon.

Hmm

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Tarondor, this is what I have so far for the first level.

I will note that there are some character choices here strictly for roleplay. I decided that I would have the most fun playing a thoughtful Paladin who was devoted to art, and to the beauty in life.

Cellind is a paladin of Shelyn, and follows Shelyn's Paladin Code. So, while I thought about extraordinarily useful faith traits like Exalted of the Society (one extra channel per day) or Birthmark (+2 to will saves against charm and compulsion, and you have a holy symbol permanently marked to your skin), in the end I decided to go with one that really exemplified the final line of the Shelyn Paladin Code.

Shelyn Paladin Code wrote:
I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.

As a result of that, I went with Intense Artist (a Shelyn religious trait) as my trait choice.

Cellind, Paladin Level 1:

Cellind Lend
Half-elf paladin 1
LG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron glaive +4 (1d10+4/×3) and
morningstar +4 (1d8+3)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 12, Wis 7, Cha 17
Base Atk +1; CMB +4; CMD 14
Feats Fey Foundling[ISWG]
Traits intense artist, magical knack
Skills Diplomacy +7, Knowledge (religion) +5, Perception +0, Perform (wind instruments) +9; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ aura of good, elf blood
Other Gear scale mail, cold iron glaive, morningstar, 76 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Intense Artist (Perform [oratory], Perform [wind instruments]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

When I can afford it (likely after the first adventure) I will buy a Falchion and a Masterwork Flute.

I traded out Adaptability (the extra skill focus half-elves get) for Dual-Minded (an optional racial +2 to will saves) so that I could keep my full Paladin will save, even after having to dump wisdom.

Cellind as she levels:

Level 1 -- Paladin 1

Feat: Fey Foundling
Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Source: Inner Sea World Guide

Skills: Diplomacy, Knowledge Religion, Perform (because... Shelyn!)
FCB: +1/2 HP to Lay on Hands (Elf)

Level 2 -- Paladin 2

Skills: Perception, Heal(?), Diplomacy or Knowledge Nobility
FCB: +1/2 HP to Lay on Hands (Elf)

Level 3 -- Oracle 1 / Paladin 2

Revelation: Life Link
Feat: Extra Revelation: Channeling (Need to take this so I can start applying the elvish FCB to it.)

Skills: 5 to choose from, including all knowledges if I go Spirit Guide Archetype -- 1 in each?)
(Note: If I go deaf, 2 of these go to linguistics. 1 to Read Lips, 1 to Drow Sign Language.)
Spells: 4 orisons, 2 1st level spells)
0-level: Guidance, Detect Magic, Read Magic, Stabilize
1-level: Bless, Obscuring Mist
FCB: +1/2 level to Channeling Revelation (Elf)

Level 4: Oracle 2 / Paladin 2
+1 to Charisma
Skills: 5
Spells: 1 orison, *Detect Undead (revelation)
FCB: +1/2 level to Channeling Revelation (Elf)

Level 5: Oracle 3 / Paladin 2
No Revelation without a feat due to archetype
Channel Energy 2d6
Spirit Guide Bond -- One Hex of Choice from Wandering Spirit
Feat: Selective Channeling (or Extra Revelation: Energy Body)

Skills: 5
Spells: 1 first level spell
FCB: Either +1 0-level spell (human) or +1/2 level to Channeling (Elf) or a HP or Skill Point

Level 6: Oracle 4 / Paladin 2
Spirit Guide Bond -- Get Spells from Wandering Spirit!
Spells: 1 orison, *lesser restoration, 1 second level spell (silence?)
FCB: Either +1 0-level spell (human) or +1/2 level to Channeling (Elf) or a HP or Skill Point

Level 7: The “Swing” Level.
Go back to Paladin, or stay Oracle? Paladin would mean more Lay on Hands, smites, mercies, divine health, better melee and holy weapons. Oracle means more spells, and access to the Spirit Guide animal ability of the wandering spirit. Although Lay on Hands is essential to the life link by that time I should be able to afford the darn Boots of the Earth, and have really good self-healing.
Feat: (If deaf, Still Spell [Metamagic])

You'll note that I am seriously considering deaf as a curse. I like deafness from a story perspective -- the gods cursed me so much that they made me pay the price of "hearing" my music. I intend to ask every bard that we meet in PFS to let me touch their instruments as they play (as I've seen deaf people do) so I can "feel" the music. I can still keep perform as a day job -- Beethoven did it, after all.

My friend Bret who is playing PFS with me is going rogue for 2 levels, then wizard. Why is a paladin traveling with a rogue? We're both performers. I respect his artistry, and am trying to lead him with my good example. Shelyn Paladins don't expect everyone to follow their moral code, but they will be lawful and protect the innocent.

Since he loves linguistics as a skill, I've asked if he would be willing to take drow sign language with me on third. This could allow some interesting roleplay as he plans to do some "selective" translations for my character. It would also allow us to communicate at a distance, since the rules state that sign language can be read from 120 feet away. It would also allow us to have the sorts of "double" conversations that deaf people have amongst the hearing all the time.

I am hoping that there is another sign language available to elves / humans other than drow (sakvroth) but that was the only canonical sign language I've found so far. In addition to sign language, I would also take linguistics for read lips. Maybe we can make up one called Golarian sign language?

Hmm


Pathfinder Starfinder Roleplaying Game Subscriber

Avistan Sign Language, ASL.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Okay, Avistan Sign Language it is! Unless we can find something else canonical and appropriate, and then we'll choose that!

Hmm


So just an update on the oracle.

I took haunted, and I took Fey Foundling. I thought that would be the most beneficial. I should have taken improved initiative. And here is why.

Exploring a temple, I have just met up with party I saw a statue...which was an illusion and failed miserably on the perception check. This is in the first 30 min of our new campaign.

Not sure what the creature was, but after it beat me on initiative (missed it by 3 points) it attacked me and critted...and GM rolled max damage. Then his other 2 attacks hit, putting me in the negatives. He also has a swallow ability...so yes, before I really rolled the dice (one bad inititive and one bad perception) I was dead.

The amusing backstory was I had been held in stasis for hundreds of years only to be released to die a couple of hours later.

But thanks for the input any ways! I will try it again some time.

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Oh no! You died on your first outing? That sucks. Will your GM give you a chance to build something else?

Hmm


Yeah, he kinda felt bad about, sorta I think he did at least?

I might just play him again. He was OK with it. We don't take ourselves too seriously when it comes to things like that.

But I will be trading out fey foundling for improved initiative......
and then die again wishing I had that extra healing!


Pathfinder Roleplaying Game Superscriber

I like the build, Hmm. I am also tempted to go with elf for the FCB. I think I had a plan for halfling at some point, but didn't really build a character that would take advantage of the halfling's strengths, so I may switch to elf or human (for the extra feat).

I do like the oradin build, too, but I'm leaning toward staying single class. Delaying access to powers in PFS often means that you rarely get to use them. I'd be more inclined to run an oradin in a non-PFS game that I expected to go to higher levels.

Grand Lodge

Pathfinder Starfinder Maps Subscriber
Tarondor wrote:
I like the build, Hmm. I am also tempted to go with elf for the FCB. I think I had a plan for halfling at some point, but didn't really build a character that would take advantage of the halfling's strengths, so I may switch to elf or human (for the extra feat).

The advantage of half-elf over elf is that you can pump charisma higher, and still have access to both the human and elf FCBs. Half-elf has some other interesting options as well. One that might be nice for an oracle is changing out the skill focus (adaptability) for an exotic weapon proficiency (ancestral arms) of your choice. I was tempted to do that here, but there are some great martial weapons and decided that what I needed more was the dual-minded +2 will saves to make up for trashing my paladin's wisdom.

Tarondor wrote:
I do like the oradin build, too, but I'm leaning toward staying single class. Delaying access to powers in PFS often means that you rarely get to use them. I'd be more inclined to run an oradin in a non-PFS game that I expected to go to higher levels.

I know. Part of the reason that I was willing to do the multi-class for the Oradin was that there were only three mysteries in life that really interested me -- life link, channel and energy body. The others are okay (I would not turn them down) but they did not excite me. With Paladin, most of what I want is on the first four levels. The core of what I want is on the first two.

I do know that I am cutting myself off either way from some awesome spells later on... But I figure that if I focus on buffs and control, I'll be okay.

Hmm

Grand Lodge

Pathfinder Starfinder Maps Subscriber
Belltowerben wrote:

Yeah, he kinda felt bad about, sorta I think he did at least?

I might just play him again. He was OK with it. We don't take ourselves too seriously when it comes to things like that.

But I will be trading out fey foundling for improved initiative......
and then die again wishing I had that extra healing!

So is the GM giving you a chance to come back as your identical twin raised separately as a noble scion rather than a fey foundling?

Hmm


Pathfinder Roleplaying Game Superscriber
Hmm wrote:
Tarondor wrote:
I like the build, Hmm. I am also tempted to go with elf for the FCB. I think I had a plan for halfling at some point, but didn't really build a character that would take advantage of the halfling's strengths, so I may switch to elf or human (for the extra feat).

The advantage of half-elf over elf is that you can pump charisma higher, and still have access to both the human and elf FCBs. Half-elf has some other interesting options as well. One that might be nice for an oracle is changing out the skill focus (adaptability) for an exotic weapon proficiency (ancestral arms) of your choice. I was tempted to do that here, but there are some great martial weapons and decided that what I needed more was the dual-minded +2 will saves to make up for trashing my paladin's wisdom.

Tarondor wrote:
I do like the oradin build, too, but I'm leaning toward staying single class. Delaying access to powers in PFS often means that you rarely get to use them. I'd be more inclined to run an oradin in a non-PFS game that I expected to go to higher levels.

I know. Part of the reason that I was willing to do the multi-class for the Oradin was that there were only three mysteries in life that really interested me -- life link, channel and energy body. The others are okay (I would not turn them down) but they did not excite me. With Paladin, most of what I want is on the first four levels. The core of what I want is on the first two.

I do know that I am cutting myself off either way from some awesome spells later on... But I figure that if I focus on buffs and control, I'll be okay.

Hmm

The only thing keeping me from following suit is the desire to keep my INT at 14 so I can cast 4th level arcane spells via the Lore spirit and Arcane Enlightenment. That, too, is gratification long delayed, I suppose.

So why do you suppose halfling life oracles are so popular? Gnomes get bonuses to both Charisma and Constitution, an ability much in need for life link purposes.

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