| LibraryRPGamer |
Hi everyone,
I'm looking for some advice to a fast, mobile reach oracle for a homebrew survival game. This character will probably be the primary healer. I'm concerned about my defenses, and if they should be higher.
ATM, we have a swashbuckler and a barbarian.
STR- 16, CON- 14, DEX- 14, INT- 7,WIS- 12, CHA- 12
Movement = 40ft
HP = 11, AC = ??
Saves: +2/+2/+3
Feats: Extra Mystery (human), Combat Reflexes, Fey Founding (campaign bonus feat)
Mysteries: Dance of Blades, Armor Mastery
Spells: Detect Magic, Mending, Purify Food/Drink, Spark, CLW, Enlarge Person
1 -- 15pt buy
2 -- No traits
3 -- Fey Foundling bonus feat
4 -- No third party
5 -- no starting gear or gold; due to the homebrew setting, I assume we will get what we need
6 -- this is a deadly, survivalist type game. The GM has greatly emphasized PC DEATH
Thanks!
| LibraryRPGamer |
Well if you want a better AC you'd need to pick a mystery that gives you an hour/level armor; heaven, bones, and ice and other have this revelation.
Metal has Skill at Arms which gives heavy armor prof. However, I am undecided on this as I cannot use the fast movement with it.
What about saves?
Hmm
|
Can I give you an alternate option?
Go Oradin. Your first level as a Paladin you will be reliant on a wand of CLW, but after that you can get lay on hands and at third you go life oracle, grab life link, and be able to keep life link on your buddies all day, still fight, and heal yourself as a swift action with Lay on Hands.
Plus, you get to smite. You can put in just one level of Oracle to get a single life link that you can move around, or do two or three to cover the other melee in the party. Then go back to Paladin and keep getting better and better Lay on Hands. The Life Link provides both in and out of combat healing, and you get to fight as a full bab class with heavy armor and all martial weapons.
There are a number of different Paladin god choices, many with variant vows that make them a little less stick in the mud.
Hmm
The Lion Cleric
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I am in fact, just building an oracle for a campaign, where I need to be filling the support/mobility role.
We are rolling stats, so I don't have anything higher than 15 except my 17 in charisma, but hell, that's where you use your head for more than casting spells and punching stuff.
What I did was dip a level in Cavalier. It gives you, martial weapon proficiencies. Lance is the go-to weapon. If archetypes are allowed in your campaign (we are going with just CRB and APG), going the Gendarme archetype makes you strictly better than ANY other 1st level mounted dip, and one of the best dips hands down.
Take Mounted Combat, Ride-by Attack and Spirited charge. At lvl 1, this WRECKS everything imaginable. Alternative is giving yourself the Precise Strike teamwork feat instead of Spirited charge. A level 1 Horse CAN be combat trained, and when flanking that's 3 times 1d6 damage on top of his already too powerful full-round attack.
Afterwards, at level 2, take the Nature Mystery, and get the Bonded Mount revelation, this makes other people able to talk to your horse, and lets you control it, instead of the GM playing it according to your orders.
Proceed as a buffing/charging horseman. You are quite tanky, your horse is a relentless juggernaut of death and destruction, and the only real problem is delaying your 2nd level spell to level 5, which, I agree, is a bit poo, but, in my opinion, worth it. Pick up mostly buffing spells, and go wreck BBEGs or obliterate stragglers.
Have fun! Mobility is something really underrated in most games. (Not the feat. The feat is generally bad.)