Bigdaddyjug
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So I've got a nagaji battle oracle rolled up for PFS. Ive never played it, just threw some GM credit on it to grandfather it in in case nagaji are removed as a legal race in the future.
So I was tinkering around trying to figure out what to do with it, when I remembered the soirit guide archetype. I know it's usually used for caster oracles, but I think it might work for this melee guy.
Nagaji oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bardiche +3 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)—cure light wounds, divine favor, magic weapon
0 (at will)—detect magic, ghost sound (DC 13), guidance, mage hand, read magic, stabilize
Mystery Battle
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Extra Revelation[APG]
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Diplomacy +7, Perception +5, Spellcraft +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ oracle's curse (haunted), resistant, revelations (skill at arms, war sight), serpent's sense
Other Gear kikko armor[UC], bardiche[APG], sling, sling bullets (10), grappling hook, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 30 gp, 9 sp
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Special Abilities
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Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
War Sight (Su) Take your choice of 2 initiative rolls.
I'm thinking take Extra Revelation at 3 to get Weapon Mastery (Weapon Focus now, Improved Critial at 8, Gr. Weapon Focus at 12), choose the battle spirit from the spirit guide and pick the Battle Master hex (Weapon Specialization at 8), then pick up Power Attack at 5, Phalanx Formation at 7, and Lunge at 9.
What do you guys think? Am I going to be able to hold my know in combat as a straight oracle?
Grandlounge
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Weapon mastery gives you improved crit at 8. Fauchard with a ioun Stone (1500gp) is a great way to make the most of it. Other than that I would consider additional traits magical linage (divine favour) and quicken spell.
My battle oracle was always good. But when this came online the action economy became great.
Other nice spirits are ancestor for heroism or wind for air barrier later it may out pace your armour.
Bigdaddyjug
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You're right. It is Improved Critical at 8 and Gr. Weapon Focus at 11 I think. I was considering making this guy a reach fighter, hence the bardiche which is still 19-20 x2.
Without looking up the cleric spell list, do they really have nothing worth casting out of 4th level slots that a quickened divine favor is the best use of it?
Grandlounge
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The reason I recommended the fauchard is because it's the best reach weapon in the game. And, you can use it with Opalescent White Pyramid (cracked). It has an 18-20 crit range, and it's a trip weapon. Perfect compliment to your build.
There are lots of other great spells but +4 to attack and damage is huge even at level 9.
Air walk, Blessing of Fervour, Divine Power and many others are good but remember you can still cast one of those. Level 9 you have 5 or more level 4 spells and the quickened divine favour is a good way to spend one. This gives you an amazing ability to self buff for a hard fight. With round 1 Righteous Might + Divine Favour at level 10 look out. You will have to decide what is right for any given fight if there is no haste divine power or blessing of fervour maybe better. But when you need to go nova you can.
Bigdaddyjug
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Nagaji oracle (spirit guide) 12 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +3
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Defense
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AC 22, touch 11, flat-footed 21 (+8 armor, +2 deflection, +1 Dex, +3 natural, -2 untyped penalty)
hp 87 (12d8+24)
Fort +5, Ref +5, Will +9; +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft.
Melee +3 bardiche +22/+22/+17 (1d10+26/17-20)
Space 5 ft.; Reach 10 ft. (20 ft. with +3 bardiche)
Oracle (Spirit Guide) Spells Known (CL 12th; concentration +17)
6th (3/day)—mass bull's strength, mass bull's strength, mass cure moderate wounds, heal
5th (6/day)—breath of life (DC 20), mass cure light wounds, raise dead, righteous might, righteous might, telekinesis
4th (7/day)—blessing of fervor[APG] (DC 19), cure critical wounds, divine power, restoration, wall of fire, wall of fire
3rd (7/day)—continual flame, cure serious wounds, daylight, dispel magic, magic vestment, magic vestment, remove curse
2nd (7/day)—cure moderate wounds, delay poison, false life, fog cloud, fog cloud, ghostbane dirge[APG] (DC 17), grace[APG], levitate, minor image (DC 17), lesser restoration
1st (8/day)—bless, cure light wounds, divine favor, enlarge person (DC 16), enlarge person (DC 16), magic weapon, protection from evil, shield of faith
0 (at will)—create water, detect magic, detect poison, ghost sound (DC 15), guidance, light, mage hand, read magic, resistance, stabilize, vigor
Mystery Battle
S spirit magic spell; Spirit Battle Wandering Spirit
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Statistics
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Str 24, Dex 12, Con 12, Int 10, Wis 12, Cha 20
Base Atk +9; CMB +18; CMD 27
Feats Extra Revelation[APG], Extra Revelation[APG], Greater Weapon Focus (bardiche), Improved Critical (bardiche), Lunge, Phalanx Formation, Power Attack, Quicken Spell, Weapon Focus (bardiche)
Traits fate's favored, magical lineage
Skills Diplomacy +16, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +3, Spellcraft +11; Racial Modifiers +2 Perception
Languages Common, Nagaji
SQ battle spirit, bonded spirit, bonded spirit hex (battle master), oracle's curse (haunted), resistant, revelations (skill at arms, surprising charge 2/day, war sight, weapon mastery), serpent's sense, spirit ()
Other Gear +3 mithral kikko armor[UC], +3 bardiche[APG], amulet of natural armor +2, belt of giant strength +4, headband of alluring charisma +4, ring of protection +2, 64,437 gp
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Special Abilities
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Battle Master (Ex) +1 attack of opportunity each rd (stacks with combat reflexes).
Battle Spirit +2 (8 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage.
Bonded Spirit Gain a wandering spirit each day.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.
+22/+22/+17 for 1d10 + 26 isn't a terrible attack sequence at all for a 3/4 BAB class.
I don't have the book the fauchard is in, so I'll have to stick with the bardiche.
| andreww |
I put a Battle Oracle together today HERE although he is half-orc rather than Nagaji. He doesn't have an archetype as the OP was limited to the CRB and APG.
I would actually suggest dual-cursed over spirit guide for Battle as it has a lot of Revelations which are actually worth taking. If you stick with Nagaji you may be better off sticking with spirit guide for the extra spells as you lack the extra spells FCB.
Grandlounge
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My battle oracle is a half orc and the extra spells in addition to dual cures are indispensable. I'm still undecided if my late game decisions were good. Iron Skin give great DR (10) but I often have DR 5 already from righteous might. Divine interference is great but it over laps a lot with misfortune but I can now target a big boss twice with it.
Eiter way I'm never disappointed playing the character.