Best Oradin build


Advice


As a above looking for advice on an oradin build. I've found a few interesting things here and there but the builds that I've run across are either incomplete/thrown together (not really heavily focused on the HP battery Oradin build I'm looking for) so I've found the Fey Foundling feat and the rough early level progression I should take (Pally 2 Oracle 3or4 and then back to Palyy) though I haven't really heard anything about archetypes, items or other feats that would greatly benefit the HP battery build I'm looking for assistance please.


There's a new Oracle Archetype that gets lay on hands. It's in the Healer's Handbook and allows for a strong single class Oradin build.
There's a guide on GITP which, despite being a bit dated, covers most bases of the build and lays out your options quite nicely.


Do you have the name/archetype that you mentioned can't really find the healers handbook without buying it


It's a new release, it'll be some time before it gets put on the net, so you'll either have to wait or buy the PDF/Rulebook.


Gotcha then that's outta the question currently so back to my original plea


Pathfinder Rulebook Subscriber

I've heard good things about going into Holy Vindicator.


Perhaps full Paladin with Variant Multiclass Oracle of Life? That way, you can get Life Link at third level while maintaining full Lay on Hands.

However, only at level 8 will you be able to bond with more than one ally. This might not be as bad as it sounds: as Paladin, you're quite a capable tank, so your party won't need much more melee. Perhaps one additional striker is sufficient. Healing of other party members can be done out of combat, even with Life Link.

You'll also be trading in half your feats, but you'll have to pay some price for full Paladin progression and life link. Also, your first level feat is still available, so Fey Foundling is perfectly usable.

I'm not that well-versed in Paladin archetypes, but there might be some out there that work well with the oradin framework. A link to the thread Alex mentioned, with some archetypes named: Oradin thread


Its called Pei Zin Practitioner, you get effective lay on hands and skill based condition removal at the cost of some revelations and class skills. It looks quite good for the dedicated support character.

Dark Archive

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Just posted this to another recent Oradin thread tonight. Its an archer oradin that I feel optimizes the healing potential of the oradin and he has a very large HP pool from his familiar.

Things you could potentially swap are the Warsighted oracle archetype for a Spirit Guide archetype. It provides more diversity for of out of combat roles by taking specific hexes (e.g., getting CHA to every int skill from lore/ancestor spirits). You could also go as a double life build by taking the life hex and getting another life link pool to take 10 hp per target vs. 5 to help with higher level damage scaling). If you don't want to go ranged, you can also change the paladin archetype to the hospilater and go melee (swap STR/DEX though) so you have a separate lay on hands and channel pool from the paladin side. If you swap both you could have 1 lay on hands pool, 2 channeling pools, 2 life link pools, 50% extra hp from your familiar. It seems a bit excessive and paranoid to me though to do that and I doubt you'll ever need to heal that much in any 1 combat. If you do go melee, then the Warsighted archetype is needed less because all you really need is power attack. I'd consider doing a reach build and grab phalanx formation/combat reflexes/power attack in that order.

Suggested Build:

Class Paladin (Divine Hunter) 2 / Oracle (Warsighted) 4 / Paladin (Divine Hunter X)

Race Half Elf

Deity Erastil

Traits:
1 - Dead Eye Bowman (must worship Erastil - ignore 1 rank of soft cover for ranged attacks with bow)
2 - Magical Knack or Blessed Touch

Revelation - Life
Curse - Legalistic or Powerless Prophecy

STATS Level 1
STR 12
DEX 16 14 + 2 from half elf
CON 15
INT 10
WIS 7
CHA 16

STATS Level 11
STR 12
DEX 18 14 + 2 from half elf + 2 from ioun stone
CON 20 15 + 1 at level 4 + 4 from belt of con
INT 10
WIS 8 7 + 1 at level 8
CHA 20 16 + 4 head band of CHA

Feats/Revelation
1 - Level - Feat - Fey Foundling (more +2 per die rolled when you are magically healed)
1 - Class - Feat - Precise Shot (ignore -4 from ranged into melee)
1 - Race - Feat - Skill Focus (Knowledge - Religion)
3 - Level - Feat - Extra Revelation (Life Mystery - Life Link or Channel)
3 - Class - War Sighted - Add an extra combat feat a # of times per day (should add as follows - Point Blank Shot/Rapid Shot/Many Shot)
5 - Level - Feat - Point Blank Shot
5 - Class - Revelation - Life Link or Channel (whatever wasn't taken at level 3)
7 - Level - Feat - Eldritch Heritage (Arcane) - Provides a Familiar

- Take the Green Sting Scorpion and apply the Protector Familiar Archetype. Give him Skill Focus (perception or Stealth) and put the one skill point in the other skill (turns the scorpion into a awesome scout). Scorpion gives you a +4 to initiative (i.e., a free feat). Protector Archetype gives you and your familiar Shield Other so you can split damage you take with your familiar 50-50 (note familiars always have half your current HP). Protector gives combat reflexes and loyal bodyguard so your familiar can use one AoO as an aid another action if he is in your square to give you +2 AC per successful DC10 check. Scorpion has a +3 dex mod (so 4 AoO) so potentially +2 AC to 4 different enemies or up to +8 AC to one enemy without needing to threaten it. Note that the life sharing is gained at character level 7 (familiar level 5) so taking this before level 7 doesn't get you that much compared to completing your ranged feat chains or healing chains.

TLDR - 1 Feat = +4 initiative, 50% increase in HP, up to +8 AC to one target or +2 AC to 4 targets, scouting familiar with telepathic communication.

9 - Level - Feat - Rapid Shot or Greater Mercy or Extra Channel or Extra Lay on Hands
11 - Level - Feat - Rapid Shot or Greater Mercy or Extra Channel or Extra Lay on Hands

Level Progression:
1 - Paladin 1 - Free Feat, Smite 1/day, Detect Evil
2 - Paladin 2 - Lay on Hands, Divine Grace (CHA to all saves)
3 - Paladin 2 / Oracle 1 - Floating combat feat, spells from oracle, Mystery 1 (life Link)
4 - Paladin 2 / Oracle 2 - Mystery Spell 1
5 - Paladin 2 / Oracle 3 - Mystery 2 (Channeling)
6 - Paladin 2 / Oracle 4 - Level 2 Oracle Spells
7 - Paladin 3 / Oracle 4 - Aura of Percise Shot, Mercy 1
8 - Paladin 4 / Oracle 4 - Channel Energy (paladin pool), Smite Evil 2/day, Paladin Spells (take Hero's Defiance for immediate lay on hands to stay up if dropped below 0, can use as an immediate action and doesn't expend lay on hands charge, +1D6 for the heal)
9 - Paladin 5 / Oracle 4 - Divine Bond (archetype adds ranged specific options, great for a +1 bow)
10 - Paladin 6 / Oracle 4 - Distance Lay on Hands (archetype swaps out mercy which sort of sucks)
11 - Paladin 7 / Oracle 4 - Smite Evil 3/day, Level 2 Paladin Spells

Roles:
1 - Health Battery - When someone you life linked is damaged, take up to 5 damage to yourself. You use swift action lay on hands to heal yourself, giving the front liners Fast Healing 5. Works instantly and can be cancelled as an instant action if it'll kill you. Familiar adds to your health pool by 50% your HP (scales up with you). Certain Feats or Paladin spells will keep you dipping below 0, instantly gaining a bunch of HP and being a healing totem for the entire party. Also grab the shield another level 2 oracle spell so you can take 50% of damage dealt to a particular person (scales better at higher levels than only taking 5 at a time).

2 - Archer - Decent Archer Damage Full round actions for putting out the most arrows. Since most healing is on a swift action and done at range you don't need to move to people and waste your turn. You have your full move/standard or full round action to deal damage and heal the party.

3 - Scout - Familiar at level 7 gives you scouting abilities (send him out and let him provide you information). Also you can use his darkvision and perception scores for your own rolls to notice things.

4 - General Healer - Take various general buffs as an oracle or remove X conditions.

5 - Buffing - Able to provide level 1 buffing spells.

6 - Face - You'll still have great CHA in this build.

Items:
- Belt of Con +4
- Efficient Quiver
- Dark Life Ring
- Boots of Earth
- Bracers of the Merciful Knight
- Pearl of Power (to reuse Paladin's Hero's Defiance)
- Ioun Stone - Deep Red (bump to Dex to increase to hit on bow).
- AoNA
- RoP
- Bow with +1 Seeking enchantment
- Durable Mithral/Adamantine/Cold Iron arrows.
- +X Mithral Agile Breastplate or Kikko


Red Griffyn wrote:

Just posted this to another recent Oradin thread tonight. Its an archer oradin that I feel optimizes the healing potential of the oradin and he has a very large HP pool from his familiar.

Things you could potentially swap are the Warsighted oracle archetype for a Spirit Guide archetype. It provides more diversity for of out of combat roles by taking specific hexes (e.g., getting CHA to every int skill from lore/ancestor spirits). You could also go as a double life build by taking the life hex and getting another life link pool to take 10 hp per target vs. 5 to help with higher level damage scaling). If you don't want to go ranged, you can also change the paladin archetype to the hospilater and go melee (swap STR/DEX though) so you have a separate lay on hands and channel pool from the paladin side. If you swap both you could have 1 lay on hands pool, 2 channeling pools, 2 life link pools, 50% extra hp from your familiar. It seems a bit excessive and paranoid to me though to do that and I doubt you'll ever need to heal that much in any 1 combat. If you do go melee, then the Warsighted archetype is needed less because all you really need is power attack. I'd consider doing a reach build and grab phalanx formation/combat reflexes/power attack in that order.

Suggested Build:

Class Paladin (Divine Hunter) 2 / Oracle (Warsighted) 4 / Paladin (Divine Hunter X)

Race Half Elf

Deity Erastil

Traits:
1 - Dead Eye Bowman (must worship Erastil - ignore 1 rank of soft cover for ranged attacks with bow)
2 - Magical Knack or Blessed Touch

Revelation - Life
Curse - Legalistic or Powerless Prophecy

STATS Level 1
STR 12
DEX 16 14 + 2 from half elf
CON 15
INT 10
WIS 7
CHA 16

STATS Level 11
STR 12
DEX 18 14 + 2 from half elf + 2 from ioun stone
CON 20 15 + 1 at level 4 + 4 from belt of con
INT 10
WIS 8 7 + 1 at level 8
CHA 20 16 + 4 head band of CHA

Feats/Revelation
1 - Level - Feat - Fey Foundling (more +2 per die rolled when you are magically healed)
1 - Class - Feat -...

This is an awesome post! Thank you for taking the time to inform clueless players like me! I was wondering, you mentioned a Reach build Oradin in this post, that is something I am looking for. Would you be willing to provide a similar summary?

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