Metal Oracle vs. War Warpriest


Advice


Hi everyone,

I'm trying to decide which would make a better melee healer/tank with high mobility and speed.

This game will focus heavily on chase rules so I'd like to have at least a 40 movement at level 1.

Metal Oracle pros-
-increased base speed by 10
-Full speed in heavy armor
-all speed bonuses permanent
-way more spells, 9th level spells

War Warpriest pros-
-war blessing grants +10 ft movement, temporarily
-better damage
-heavy armor at level 1
-less feat tax (no extra revelation required)
-Travel blessing grants freedom of movement
-channel at later levels

Thanks everyone!


LibraryRPGamer wrote:

Hi everyone,

I'm trying to decide which would make a better melee healer/tank with high mobility and speed.

This game will focus heavily on chase rules so I'd like to have at least a 40 movement at level 1.

Metal Oracle pros-
-increased base speed by 10
-Full speed in heavy armor
-all speed bonuses permanent
-way more spells, 9th level spells

AFAICT, Armor Mastery only preserves your speed in medium armor.

Shadow Lodge

Remember you can get much much better saves via a feat and much more better initiative vial noble scion

Scarab Sages

If you want to be a primary healer, don't be a warpriest. Warpriests have fervor and cleric spells but fervor should never be used for healing and you delayed spell progression means slower access to the restoration and remove spells.

Warpriest is more combat oriented and is a better tank. But the oracle will be the better caster by far.


Good points all. I missed that armor mastery only works with medium armor.

I've also been considering a dual cursed flame/metal oracle for the 50ft movement at level 1 (Extra revelation - cinder dance).

But, it's that worth the penalties from dual cursed?

Sovereign Court

Frankly, never been a fan of dual cursed and don't think that it is worth it. But well, do as you please.


Why is that?

Sovereign Court

Let see Dual cursed replaces 3 mystery bonus spells, which depending of your mystery can be good or bad, as some mysteries revelations make some assumption that you have a certain spell. You get no class skills bonuses from your mystery. You get two curses with one of them never progression, but well guessing you are going to take lame as the one that doesn't progress so you can still run fast.

All that for what? 2 additional revelations, that you can easily get with two feats of extra revelation because feat wise...you really don't need that many and extra revelation is by far one of the best feat an oracle can take, many revelation > to feats.


it looks like you might be thinking dual-cursed lets you take a revelation from a second mystery, it does not, it grants you access to its specific revelations


I was. I need to that read better, don't I?

So cinder dance is out.


SKill at Arms will give you Heavy Armor Proficiency. Mithral Full plate is counted as Medium armor for Armor Mastery. Dance of Blades will give you the +10 movement you wanted. Warpriest in heavy armor will be stuck at 30ft with the war blessing.

Warpriest won't do much more damage, Guess you are looking at Sacred weapon combined with faster progression of Power Attack. I really believe that the faster progression of spells will be more advantageous than the very small increase in damage. Lead Blades alone should give you comparable damage.

The Travel Blessing does not give you Freedom of Movement. Ignoring difficult terrain is vastly different.

While I think the oracle is better, Warpriest can buff quicker with Fervor and in bad situation were the Bad guys get the jump on you. In most situations I have seen, the oracle will be better.

Scarab Sages

The only advantages the Warpriest has are more feats, early access to feats, and the increased action economy of fervor and possibly quickened blessings.

The Oracle is stronger at spells, and is going to be more mobile.

That said, a warpriest of Gorum is going to be good for your design. War blessing grants 10 movement when you need it, and Strength Blessing at 10 negates movement penalties for armor. Vital Strike+Greater Weapon of the Chosen with a greatsword is a big hit, and if you are going to be focused on mobility, you aren't going to be making full attacks anyway. Besides, as a warpriest, you will always have access to the next vital strike feat before you would gain your next iterative attack.

Grand Lodge

Also with the Oracle you can have a feat called Divine Protection and gain a bonus equal to your Charisma modifier on all saving throws.

Scarab Sages

Prometeus wrote:

Also with the Oracle you can have a feat called Divine Protection and gain a bonus equal to your Charisma modifier on all saving throws.

If your GM allows it. It's not PFS legal, and most home GMs aren't too keen on a feat that grants one of the defining class features of paladins without the alignment hoops.

Grand Lodge

Imbicatus wrote:
Prometeus wrote:

Also with the Oracle you can have a feat called Divine Protection and gain a bonus equal to your Charisma modifier on all saving throws.

If your GM allows it. It's not PFS legal, and most home GMs aren't too keen on a feat that grants one of the defining class features of paladins without the alignment hoops.

True that


What would be the main stat for good build? Strength or Charisma?

Shadow Lodge

LibraryRPGamer wrote:
What would be the main stat for good build? Strength or Charisma?

Str/Cha for oracle (same way yo do for a paladin)

Str/Wis for a warpriest (the same way you do for a melee cleric)


Pupsocket wrote:
LibraryRPGamer wrote:

Hi everyone,

I'm trying to decide which would make a better melee healer/tank with high mobility and speed.

This game will focus heavily on chase rules so I'd like to have at least a 40 movement at level 1.

Metal Oracle pros-
-increased base speed by 10
-Full speed in heavy armor
-all speed bonuses permanent
-way more spells, 9th level spells

AFAICT, Armor Mastery only preserves your speed in medium armor.

Still seems like you could mithral it, if you felt it was worth it.

Also...I know it is just me, but the title made me image a heavy metal oracle facing off against a punk rock war priest. Not entirely sure if the lines of thought are good....but damn if that image isn't great.

Eltacolibre wrote:

Let see Dual cursed replaces 3 mystery bonus spells, which depending of your mystery can be good or bad, as some mysteries revelations make some assumption that you have a certain spell. You get no class skills bonuses from your mystery. You get two curses with one of them never progression, but well guessing you are going to take lame as the one that doesn't progress so you can still run fast.

All that for what? 2 additional revelations, that you can easily get with two feats of extra revelation because feat wise...you really don't need that many and extra revelation is by far one of the best feat an oracle can take, many revelation > to feats.

I mostly like the dual cursed because of that one spell, oracle's burden, that makes your curse(s) affect an enemy while they get none of the benefits. Essentially: "Sucks to be me (and now you too)".

This is mostly for a debuff/caster heavy oracle. So something like blackened/wrecker (which would matter little to a pure caster that never touches a weapon) can be extremely effective in shutting down melee opponents. Or how about deaf/wolfscarred face to knock casters down a peg by making them face a failure chance with spells (deaf is picked as well in order to get free silent metamagic, negating wolfscarred's effects on you; nice debuff as well)

But in terms of a melee oracle? Yeah, I can understand why you might just go with the nice prepackaged spell deal of a melee mystery.

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