Abu Dhabi
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Been trying to come up with an effective Ascetic Oracle build.
Race: Human
Archetype: Dual-Cursed
Racial Traits: Dual-Talent
Curse: Deaf & Covetous
Traits: Magical Knack: Oracle, Fate's Favored
STR 7
DEX 16 +2
CON 14
INT 10
WIS 7
CHA 17 +2
-4,10,5,0,-4,13
1) Scaled Monk 1: Bab +1, Weapon Finesse (lvl 1), Dodge (monk)
2) Ascetic Oracle 1: Bab +1, Martial Disciple (revelation)
3) Ascetic Oracle 2: Bab +2, Crane Style (lvl 3)
4) Ascetic Oracle 3: Bab +3, Ascetic Armor (revelation), +1 Cha
5) Ascetic Oracle 4: Bab +4, Spell Penetration (lvl 5), Misfortune (revelation)
6) Ascetic Oracle 5: Bab +5,
7) Ascetic Oracle 6: Bab +5, Extra Revelation: Fleet (lvl 7)
8) Ascetic Oracle 7: Bab +6/+1, Oracular Spellstrike (revelation), +1 Cha
9) Ascetic Oracle 8: Bab +7/+2, Osyluth Guile (lvl 9)
10) Ascetic Oracle 9: Bab +8/+3
11) Ascetic Oracle 10: Bab +8/+3, Divine Interference (lvl 11)
12) Ascetic Oracle 11: Bab +9/+4, Absence of Form (revelation), +1 Cha
13) Ascetic Oracle 12: Bab +10/+5, Fortune (revelation)
I dumped strength, but once I can afford an Agile Amulet of Mighty Fists it solves the damage penalty.
Is Osyluth Guile too good not to take? I can't fighting defensively or use Flurry of Blows when using "Oracular Spellstrike" though. Fighting defensively would add +12 dodge bonus to AC though (+1crane, +1acrobatics, +2fighting defensively, +8 osyluth guile).
Using "Oracular Spellstrike" I can deliver touch spells along with a melee punch (some examples: Inflict spells, Bestow Curse, Force Punch, Poison, Slay Living, and Harm.) I picked Dual-Cursed for Misfortune to force re-rolls to make spells stick better.
Is there a way to add Touch of Fatigue as a 0 level spell known to use with "Oracular Spellstrike"? (not a spell-like ability)
Any suggestions to improve this build?
Abu Dhabi
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Do you have a plan for not being bad at your thing up until you get your Agile amulet?
Sorry to be blunt but it kind of looks like you're looking at spending your first 3 or 4 levels running around dealing 1d6-2 damage. That could maybe use some changing around.
Well an Oracle is a divine caster, so there's always casting spells and using wands as a support character for the first couple of levels. For myself, I already have credit to start as 6th level.
Abu Dhabi
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Magic trait two world magic (sargava lost colony). Since it's magic, you would have to replace magical knack.
Not a fan of deaf from a role playing perspective. It could limit your character in that aspect.
I'm not sure how I'd fit it in exactly, but if I could fit in Skill Focus and Eldritch Heritage I could take the Arcane bloodline to pickup a familiar (with the "figment" archetype) and take Haunted.
It would work great for roleplaying....but not sure what feats would get cut. I'm already debating on buying 1-2 "Ring of Revelation (lesser)" down the road to free up some more feats.
Abu Dhabi
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What book is Ascetic Oracle in?
Bonus Spells: stone fist, glide, force punch, ethereal fists, contact other plane, legend lore, vision, frightful aspect, iron body
Revelations-
absence of body: require 1/2 food/water as normal and can hold breath longer. later don't require food/water to survive.
absence of form: feather fall rounds per day. at 10th lvl can use those rounds per day to use air walk instead.
ascetic armor: +4ac bonus (practically mage armor). 7th lvl and every 4 lvls after it increases by +2. 13th lvl also grants dr 5/unarmed strikes or natural attacks. useable 1 hour per day per oracle lvl.
fleet: +10 movespeed enhancement bonus (lose it if you wear armor or carry medium/heavy load). 7th lvl and every 6 lvls after bonus increases by +10. Oracles with lame curse can't select this.
martial disciple: gain IUS and dmg of monk of your oracle lvl. stacks with lvls of monk to determine unarmed strike dmg.
oracular spellstrike: resembles magus spellstrike ability, except works with unarmed strikes only, no matter what. must be at least 7th lvl to select.
rapid convalescence: reduce # of consecutive successful saves needed to recover from disease or poison by 1 (to minimum of 1). Can sacrifice one of your unused spell slots to gain an enhancement bonus equal to the spell slot's level on next save to resist effects of poison or disease.
spell deflection: use readied action to counterspell any spell being cast on your or adjacent ally that requires a ranged touch attack. make an unarmed attack roll and if it's higher than 20 + spell's caster lvl the spell is negated. at 17th lvl, the spell is deflected back at the caster, if successfully negated, using the same ranged touch attack result. must be 11th lvl to select.
Anyone got some suggestions for feats to take or swap out?
| SorrySleeping |
Pretty sure the revelations require your oracle level to be 7, not your hit die.
Also how are you gaining a revelation at 4th level and 5th level?
As for feats, Noble Scion of war can give you cha over dex to init, but you have good dex so improved init would be better unless you plan on getting high cha over ac.
Abu Dhabi
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Pretty sure the revelations require your oracle level to be 7, not your hit die.
Also how are you gaining a revelation at 4th level and 5th level?
As for feats, Noble Scion of war can give you cha over dex to init, but you have good dex so improved init would be better unless you plan on getting high cha over ac.
Forgot to adjust for 1 lvl dip in UMonk. The extra revelation, should be at 6th lvl, is from dual-cursed.
Not sure what other feats to take since oracular spellstrike can't be used as part of a flurry of blows or fighting defensively. Osyluth guile seems really good, but maybe I should give it up? Not sure what feats to switch to though.
Abu Dhabi
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Keep in mind spell strike only lets you make a free action unarmed strike when you deliver a touch spell. It isn't spell combat. You can already deliver held touch spells in combat via unarmed strikes. I would stick with Osdyluth's guile
I can already without spellstrike, but only on the next turn which is pretty bad.
I could take additional traits and pickup adopted to get the half-elf race trait to keep my caster level maxed. Then take two-world magic for touch of fatigue. Sound worth it? Or should I pickup toughness, improved initiative, eldritch heritage, or something else?
The curses I'm thinking about taking are Blackened (or Haunted) with Covetous. With choosing Covetous to not progress.
I tried going str but it wrecks my reflex save and acrobatics, escape artist, stealth, ranged touch attacks, and costs a feat to fix initiative. Str and dragon style would increase damage but it doesn't seem worth it.
Are there any other ideas or suggestions?
Abu Dhabi
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I was almost tempted to take the ascetic/toxic curse and use oracle's burden on an enemy. Then next turn oracular strike with Poison spell and expend a use of the curse to double Poison an enemy and require them to make two successful saves vs both poisons to end the poisons....Oh and they'd have to roll twice and take the lesser roll each time. That might be the best/only effective poisoner build for PFS actually.
Any other thoughts or suggestions to this build?
Abu Dhabi
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Any other suggestions? Should I take the Toxic Blood curse and Oracular Strike Oracle's Burden to Toxic Blood an enemy? The next turn I could Oracular Strike a Poison spell and use 1 use of the Toxic Blood poison strikes to apply two poisons (or even use a poisoned weapon or etc) on the enemy. The curse may make poison damage viable, where regular damage may take quite a while?
Toxic Blood: Your body is ravaged by a potent, slowacting
poison that resists all treatment. Whenever you must
attempt a Fortitude save to resist a poison effect, roll twice
and take the lowest result. Additionally, you need one more
consecutive successful save to end an ongoing poison. You
lose any immunity to poison you have upon receiving this
curse, and you become immune to delay poison and neutralize
poison, as well as other attempts to suppress or remove the
poison from which you are suffering. You gain the poison
use ability. At 5th level, you are so envenomed that your touch
becomes poisonous. Once per day for every 4 oracle levels you
have, you can deliver a unique contact poison as a touch attack
or via an unarmed strike or natural weapon. This poison
deals 1d2 points of Dexterity damage per round for 5 rounds.
Poisoned creatures can attempt a Fortitude save (DC = 10 +
1/2 your oracle level + your Charisma modifier) each round.
Success negates the damage and ends the affliction. At 10th
level, the poison deals 1d3 points of Dexterity damage per
round for 7 rounds. At 15th level, you can expend a use of your
poison touch to transfer any poison effect you are currently
experiencing from yourself to another creature. The touched
creature must immediately attempt a saving throw against the
poison (using the poison’s initial DC and duration for a single
dose, regardless of how many doses are currently affecting
you). If the creature fails its save, the poison ceases to act on
you, as if you had succeeded at all the necessary saves (this
bypasses your immunity to effects that remove poison).
Should I take Additional Traits at 5th level for "Two-World Magic: Touch of Fatigue" and "Aldori Caution" (+1 to fighting defensively), or should I take Toughness, or Spell Penetration?
Race: Human (Sargavan)
Racial Traits: Dual-Talent
Curse: Haunted & Blackened (or Toxic Blood)
Traits: Two-World Magic: Touch of Fatigue (magic), Fate's Favored (faith)
STR 7
DEX 16 +2
CON 14
INT 10
WIS 7
CHA 17 +2
-4,10,5,0,-4,13
1) Scaled Monk 1: Bab +1, Weapon Finesse (lvl 1), Dodge (monk)
2) Ascetic Oracle 1: Bab +1, Martial Disciple (revelation)
3) Ascetic Oracle 2: Bab +2, Crane Style (lvl 3)
4) Ascetic Oracle 3: Bab +3, Ascetic Armor (revelation), +1 Cha
5) Ascetic Oracle 4: Bab +4, Additional Traits (lvl 5)
6) Ascetic Oracle 5: Bab +5, Misfortune (revelation)
7) Ascetic Oracle 6: Bab +5, Crane Wing (lvl 7)
8) Ascetic Oracle 7: Bab +6/+1, Oracular Spellstrike (revelation), +1 Cha
9) Ascetic Oracle 8: Bab +7/+2, Osyluth Guile (lvl 9)
10) Ascetic Oracle 9: Bab +8/+3
11) Ascetic Oracle 10: Bab +8/+3, Crane Riposte (lvl 11)
12) Ascetic Oracle 11: Bab +9/+4, Fortune (revelation), +1 Cha
13) Ascetic Oracle 12: Bab +10/+5, Combat Casting (lvl 13)
14) Ascetic Oracle 13: Bab +10/+5, Absence of Form (revelation)
Additional Traits: Adopted: Half-Elf (Bifurcated Magic / Race), Aldori Caution (Combat)
Gear-
Ring of Revelation (lesser): Fleet revelation
Agile Amulet of Mighty Fists
12th lvl
Atk: 9/4bab + 6dex + 1ioun + 3gmw + 5dpower = 24/19 (22/17 fighting defensively)
Flurry of Blows w/ Divine Power = 24/24/24/19
Dmg: 2d6 + 6dex + 3gmw + 5dpower = 2d6 + 14
Oracular Strike w/ Slay Living = 2d6 +14dmg + (12d6+12 or 3d6+12)
Kalindlara
Contributor
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Note that two poisons of the same type (such as giant wasp poison or that from the poison spell) don't deal double damage - instead, for each successfully applied dose beyond the first, the DC of the ongoing poison effect increases by 2 and the maximum duration increases by 50%. Damage and number of saves required are unchanged. There's a blog about it that goes into full detail.
Also, Aldori Caution is not PFS-legal. I recommend consulting Additional Resources whenever possible. ^_^
Abu Dhabi
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Note that two poisons of the same type (such as giant wasp poison or that from the poison spell) don't deal double damage - instead, for each successfully applied dose beyond the first, the DC of the ongoing poison effect increases by 2 and the maximum duration increases by 50%. Damage and number of saves required are unchanged. There's a blog about it that goes into full detail.
Also, Aldori Caution is not PFS-legal. I recommend consulting Additional Resources whenever possible. ^_^
Maybe instead, I should pickup "Magical Lineage: Divine Favor" (since I can't take Aldori Caution) and fitting Quicken Spell metamagic into the build somewhere? It caps at +4 luck bonus with Fate's Favored but should help with action economy though.
Are Crane Wing and Crane Riposte still worth keeping in the build or should I drop those to fit in Quicken Spell metamagic and another feat?
Also which curse should I choose to advance?
Blackened - add burning hands, scorching ray, flaming sphere, wall of fire, delayed blast fireball to your list of spells known.
Haunted - add mage hand, ghost sound, levitate, minor image, telekinesis, reverse gravity to your list of spells known.
Do the haunted spells have more potential?
Abu Dhabi
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Not a fan of crane. Best used in total defense.
Like the build.
Not a fan of quicken, especially for PFS. Get it going too late.
Haunted spells are good. Damage isn't as good as control.
Is telekinesis and levitate considered decent control though? Blackened has wall of fire.
I'm kind of considering Spirit Guide instead of Dual Cursed archetype. The rerolls are nice from Misfortune and Fortune but I lose Force Punch from Ascetic which is a good spell for Oracular Strike. The different spirit spells don't replace mystery spells and offer a lot of versatility. Having 7 or so channels a day is a really nice option.
Appreciate your advice. Would love to hear more from you or others on whether I should take Spirit Guide, curses, and feats.
I guess I could just stick with the base crane style? I kind of need that if I'm going to use osyluth guile....Or I could scrap the fighting defensively option all together.
Arutema
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I'm looking at making something similar. I will probably take the wrecker curse and a race (halfling, gnome, or tengu) that gives faster curse progression to pick up the ability to shatter incoming weapons at level 10 rather than 15.
Also, Two-world Magic, from Sargava, the Lost Colony will can give you a cantrip or orison from another class, you can use that to pick up touch of fatigue.
James Risner
Owner - D20 Hobbies
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Wall of fire is pretty good.
Telekinesis is good with a pile of weapons that deal more than 1d6 normally like great swords. Keep in mundane sack and dump on ground.
I love misfortune. Fortune not as good. I've played them. I'd probably not again, mostly because I didn't like two curses.
I've casually looked at spirit guide but not build one. It sounded good.
I'm in the minority. I don't like fighting defensive even for o guile, which can be crazy good. Mostly because I'm usually feat starved. Most people spend multiple feats and traits (halfling race) on minimizing it to make it great.
James Risner
Owner - D20 Hobbies
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Spell Sign of Wrath is amazing.
Feat Dreamed Secrets is also crazy good if you have +14 or so will save. Get the best wizard spells. Never mind not PFS legal.
If you are going to hit ~13 th level then feat deification obedience and some levels in Evangelist to Ashaia (so?) for cha to AC as "armor bonus". Seeker planning?
Spells I used in my ancient lorekeeper oracle.
Freedom of movement
Emergency force sphere
Debilitating portent
Air walk communal
Hunters blessing
Icy prison
Life bubble
Animate objects
Heroes feast
Blessing of fervor
Burst of radiance
murderous command
Abu Dhabi
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If you are going to hit ~13 th level then feat deification obedience and some levels in Evangelist to Ashaia (so?) for cha to AC as "armor bonus". Seeker planning?
The Celestial Boons are listed under Mystery Cultist for Arshea. Would someone even be able to take Evangelist levels for that deity and gain the Mystery Cultist boons?
Arutema
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James Risner wrote:If you are going to hit ~13 th level then feat deification obedience and some levels in Evangelist to Ashaia (so?) for cha to AC as "armor bonus". Seeker planning?The Celestial Boons are listed under Mystery Cultist for Arshea. Would someone even be able to take Evangelist levels for that deity and gain the Mystery Cultist boons?
Not in PFS. Arshea's obedience and the Mystery Cultist use the Celestial Obedience feat, which is distinct from the Deific Obedience feat used by the core deities and the Evangelist.
Abu Dhabi
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Abu Dhabi wrote:Not in PFS. Arshea's obedience and the Mystery Cultist use the Celestial Obedience feat, which is distinct from the Deific Obedience feat used by the core deities and the Evangelist.James Risner wrote:If you are going to hit ~13 th level then feat deification obedience and some levels in Evangelist to Ashaia (so?) for cha to AC as "armor bonus". Seeker planning?The Celestial Boons are listed under Mystery Cultist for Arshea. Would someone even be able to take Evangelist levels for that deity and gain the Mystery Cultist boons?
Thought so, thanks for the clarification Arutema.
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So, for a save-or-suck spellstriking Oracle would the Spirit Guide archetype work or would I be shooting myself in the foot not going Dual-Cursed for Misfortune?
Also, any fun/interesting feat ideas to add versatility via Eldritch Heritage or something else?