Oracle Build Assistance


Advice


So i'm looking into making an oracle but i'm trying to figure out some finer points of it.

So right now I'm looking at making an Oracle with the Life mystery and the Wrecking Mysticism curse, so I'll also need to be a Kitsune for it.

The general idea is to pick up some healing via the life mystery and ignore the mystery spells as they're already available on the oracle spell list and instead get magical tail via the curse to get all the 2/day SLA.

The plan then was to either keep with oracle or go into Arcane savant later (as it doesn't need you to be an arcane caster) and grab some arcane spells later on and possibly buff the UMD skill as I imagine to expand my spell capabilities and grabbing UMD for scrolls.

This campaign the character is being made for is also starting at 8th level.

So i guess my two questions are:

1. Does this seem like a viable build? It seemed like a neat way to get access to stuff not normally available to the class and a way for magical tail to be a real option without eating all my feats.

2. What kind of weapon should I use? 3/4 BAB class so options are available, and oddly enough Kitsune's FCB is reducing the penalty by 1 for any weapon, meaning by level 4 I can wield whatever weapon I want that I chose for the bonus.

As kitsune takes a str penalty but gets a dex bonus I was thinking either bow/crossbow/or a Elven Branched Spear(for a finessable reach weapon). I thought about firearm but that seems like a bad idea unless I dip into gunslinger to make it not terrible (and take an archetype that allows for a charisma based grit pool).


1. Yeah, this is a 9 level caster we are talking about. You could focus on only having spells that are only topical to the American political discourse and still be relevant.

2. You do know that Bows use Strength for damage and apply a penalty if you have a low STR score too, right? They are a non-option for you unless you take STR to neutral.

In any case, I'd say Repeating Crossbow is a good option, as well as the Elven Branched Spear... but not something you should look into specializing. Just keep the Spear to flank if your melee members need it, and the Repeating Crossbow to shoot if needed as well.


Secret Wizard wrote:

1. Yeah, this is a 9 level caster we are talking about. You could focus on only having spells that are only topical to the American political discourse and still be relevant.

2. You do know that Bows use Strength for damage and apply a penalty if you have a low STR score too, right? They are a non-option for you unless you take STR to neutral.

In any case, I'd say Repeating Crossbow is a good option, as well as the Elven Branched Spear... but not something you should look into specializing. Just keep the Spear to flank if your melee members need it, and the Repeating Crossbow to shoot if needed as well.

Yeah i'm not looking to make the weapon the focus, just a backup/alternative if I want to conserve spells or am out of spells which is why i'm looking at my options.

Grand Lodge

If you're not taking an Archetype, I'd definitely consider either Dual Cursed or Spirit Guide. Probably Spirit Guide here. That would let you take Lore, Life, or Battle as your wandering Spirit. You'd be trading away your 3rd and 7th revelations for a Hex and a Spirit Ability. Life would probably pick up Life Link as a Hex instead of a revelation, and then get a second pool of channels, basically doubling your channels/day. This is an even trade with taking Life Link and Channel Energy as revelations, but allows you to take Channel Energy twice, expand your spells some, and get some flexibility with other spirits or Hexes.


Markov Spiked Chain wrote:
If you're not taking an Archetype, I'd definitely consider either Dual Cursed or Spirit Guide. Probably Spirit Guide here. That would let you take Lore, Life, or Battle as your wandering Spirit. You'd be trading away your 3rd and 7th revelations for a Hex and a Spirit Ability. Life would probably pick up Life Link as a Hex instead of a revelation, and then get a second pool of channels, basically doubling your channels/day. This is an even trade with taking Life Link and Channel Energy as revelations, but allows you to take Channel Energy twice, expand your spells some, and get some flexibility with other spirits or Hexes.

Wouldn't the 2nd channel pool be weaker though? " and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects."

As the Life wandering spirit channel is 1+charisma the archetype would swap it to 1+Wisdom times per day. Unless i'm misinterpreting the archetype.

Also is there a benefit to getting life link as a hex instead of a revelation or is it just because that's an overlap so the lost revelation isn't that big?

Grand Lodge

I'd forgotten they'd added that clause about Wis<->Cha. You'd want to talk with your GM. As written, that only applies to Hexes, and Spirit Ability isn't a hex, so you'd still use Cha. But your GM might disagree.

Yeah, I was mostly using Life Link as an example where you're at least making an even trade for day-to-day stuff. At worst, you're trading two revelations you would have taken (Life Link and Channel Energy) for direct equivalents (assuming you get the full complement of channels.) But you still gain the option of doubling your channel power, or taking other spirits. You've got a lot of hexes available if you need something specific for a day or two.

The Shaman writeup is also vague on whether the "generic" hexes are available from your spirit for you to take with Spirit Guide. If they are, then you effectively pick up Craft Wondrous Items free during downtime, and some nice debuff options.


Markov Spiked Chain wrote:

I'd forgotten they'd added that clause about Wis<->Cha. You'd want to talk with your GM. As written, that only applies to Hexes, and Spirit Ability isn't a hex, so you'd still use Cha. But your GM might disagree.

Yeah, I was mostly using Life Link as an example where you're at least making an even trade for day-to-day stuff. At worst, you're trading two revelations you would have taken (Life Link and Channel Energy) for direct equivalents (assuming you get the full complement of channels.) But you still gain the option of doubling your channel power, or taking other spirits. You've got a lot of hexes available if you need something specific for a day or two.

The Shaman writeup is also vague on whether the "generic" hexes are available from your spirit for you to take with Spirit Guide. If they are, then you effectively pick up Craft Wondrous Items free during downtime, and some nice debuff options.

You're right the line only applies to hexes so it looks like things are good. That's quite silly then.


Life Oracle with the Spirit Guide archetype is amazingly flexible and good. You can cover all the hit point healing without spending a spell on it. You can use the wandering spirit to create a new strength on a daily basis to fill what you think might be the greatest need of the day.

You won't need to focus on using a weapon at all by 8th level. You'll have enough spells that you will always be able to cast something useful. If nothing else, simply choosing the Ancestor Spirit allows you to put out a Spiritual Ally (or Spiritual Weapon) to attack with for 1 round per level, which will cover just about any fight.

If you went in as a party (and self) buffer, a Spiritual Weapon can kick out decent damage as well. The top end would be getting the Flagbearer feat with the Banner of the Ancient King, have the Fate's Favored trait, and cast Divine Power. Your Spiritual Weapon would attack for 1d8+7 damage for the next 8 rounds. That would kick up to 1d8+9 damage at 9th level.

That would allow you to focus on CHA instead of STR.. if that was a preference.


I think it's overkill. I'd rather having the other cool stuff from the Life Mystery than skimping on revelations. It's not all about healing.


Secret Wizard wrote:
I think it's overkill. I'd rather having the other cool stuff from the Life Mystery than skimping on revelations. It's not all about healing.

The Spirit Guide Archetype is all about the flexibility of "other cool stuff". Only if you pick the Life Spirit will you get a potential overkill on healing. Some days that might be needed. Other days, pick a different spirit to go with your style of the day.

If you were meaning something else as overkill, you lost me.


Why do you want to focus on healing? If the reason is to be really great at healing, instead of a RP reason, then I suggest choosing another mystery. I am currently playing a nature oracle who started at 1st and recently made 9th level. Simply having all of the cure spells and a spontaneous caster's number of spells per day covers the healing duties pretty well. Choose the healing mystery if you really want to, but don't do it just because you think you need to.

If you are considering a weapon, I recommend a Str of 12+ and using a morning star. Use the FCB for HP or skills, unless you are planning on making combat a focus. I suppose a longbow wouldn't be terrible though.


Ciaran Barnes wrote:
Why do you want to focus on healing?

As odd as it sounds, picking the Life Mystery can allow you to focus on non-healing, sometimes even more than other mysteries.

You can heal an amazing amount with only the Channel and Energy Body revelations. You can use all of your spell slots, feats, etc. focusing on anything else desired without a care in the world for not having to save something back to actually heal.

That's my favorite feature of the Life Mystery at least.


How viable would the lore spirit for the spirit guide be for the Arcane Enlightenment ability?

Its extremely mental stat dependent so I would need to also focus on int just to be able to have access to higher level arcane spells. Or would it just be better to long term go for arcane savant and pick up the spells that way?

Grand Lodge

You'd need to talk to your GM about Arcane Enlightenment. As written, it adds the spells to your spell list, but not Spells Known, so it's not that useful unless you can either take them as spells known when you level up (and lose them when you don't have Arcane Enlightenment) or get them as spells known (in which case, awesome!) Getting the stats to make Arcane Elightenment useful is do-able (you need Int, Wis, and Cha) but probably limits your Str.

IMHO, I think Spirit Guide is great even if you weren't planning on taking Life Link and Channel Energy with your Life Oracle. You're almost assuredly getting more flexibility than you had without it, and you can still fall back to the "classic" channel/Life Link if need be.

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