Battle Oracle: Twerk My Build


Advice


As the title says, i've got that build for a melee oriented battle oracle. I've would love to hear you out about any possibile improvement.

Half-Orc, Fate's Favored, ??? 1 trait ???

Str: 17 Dex: 10 Cos: 13 Int: 8 Wis: 12 Cha: 14

Feat & Class Abilities

lvl 1: Thougness, Revelation (Misfortune), Mystery of Battle, Dual Cursed (Deaf primary, Wolf-Scarred secondary)

lvl 2:

lvl 3: Extra Revelation (Surprising Charge), Revelation (War Sight)

lvl 4: , Stat Improvement : +1 Cos

lvl 5: Power Attack,Revelation (Battlefield Clarity 1/day)

lvl 6:

lvl 7: Skill Focus (Survival), Revelation (Weapon Mastery, Falchion),

lvl 8: Stat Improvement: +1 Str

lvl 9: Eldricht Heritage (Orc)

lvl 10:

lvl 11: Improved Eldricht Heritage (Orc), Revelation (Fortune 2/day)

lvl 12: Stat Increment: +1 Str

lvl 13: Improved Initiative, Revelation (Combat Healer 2/day)

lvl 14:

lvl 15: Quicken Spell, Revelation (Iron Skin 2/day)

lvl 16: Stat Improvement: +1 Str

lvl 17: Greater Eldricht Heritage (Orc)

Any comment is appreciated, especially on feats. Are there any better choice for replace the ledricht heritage chain?

I plan to use a Falchion and just rock with it, but maybe going with someting reach-oriented is better overall.

Best Regards


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No.

Though I might be willing to tweak your build. That OK?


Oh boy, i mispelled that so badly, i should check what i write more..

And yes, any TWEAK is appreciated too :)

Silver Crusade

1 person marked this as a favorite.

It's more efficient to start with 14 con, and spend all your boosts on str.

I wouldn't go Dual-Curse myself.

You are taking the Skill at Arms Revelation at 1st lvl, right?

If I were making a Battle Oracle, I would go for a reach build, using a Lucerne Hammer.

P.S. Great thread title! :)


Alzhan wrote:

Oh boy, i mispelled that so badly, i should check what i write more..

And yes, any TWEAK is appreciated too :)

Between posts from non-native English speakers and posts composed on tiny smartphone screens, there are far too many good reasons for typos, misspellings, and um, alternate wordings on these forums. No disrespect intended Alzhan! But I confess I was giggling madly at the thought of a Battle Oracle vigorously shaking their behind on the dance floor.


No, i'm not taking the Skill at Arms, since i'm specializing in the Falchion later on, which i can use for free being an half-orc.

I could fit heavy armor proficiency somewhere too..

Starting with 14 cos is a good idea too


There's a trait which replaces Wis with Cha for charm/compulsion saves, irrepressible. If you take it, dropping Wis to 10 and raising Dex to 12 looks good to me.

Taking improved initiative at 13 looks like you're running out of ideas. Dropping it and moving quicken spell down to 13 means you could get a +11 BAB combat feat at 15, maybe dazing assault.

Orc eldritch heritage looks appropriate and useful. Sure you could swap it out but it's character defining and effective, I wouldn't.


You are right regarding improved initiative, i was running out of ideas. Nice catch on the trait too.

Ain't a DC 21 fortitude at lvl 15 a bit low ?

Anyway thanks everybody for the replies.


Average Fort for CR 15 monsters would be 15.7; monster creation guidelines say 18 for good save (which Fort is for a majority of types) and 13 for bad save.


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Your build doesn't have enough junk in the trunk to twerk properly.

In my day, we just rolled up PCs and played them. We didn't make them dance for our pleasure!


And we just came in like wrecking balls. None of that sissy checking for traps at every door!


You're right, dazing assault is for full BAB types. Hmm. Most feats you'd want take at least one prereq you don't have. I'm still averse to taking improved init at that level. Maybe still spell - this would let you cast spells to break paralysis while paralyzed, or maybe some other spells while grappled/pinned, if that doesn't seem too specialised a niche.


There are some interesting critical feat, like bleeding critical, but i don t know where i can squeeze in critical focus. Maybe extend spell...at that level an extended freedom of movement last all fighting day..

Silver Crusade

I agree with PCScipio: use a reach weapon. You will be more effective on both offense and defense. There only downside is the bother of carrying it with you everywhere.

Suggested change: If build resources are scarce (which they are not in this case, as you had the luxury to buy Toughness) just carry a two handed reach weapon and make effective use your one AoO per round. If you can afford it (in this case easily), raise DEX to 12+ and get the feat Combat Reflexes.

Effect: You will inflict ~1.5x more damage and will take less damage from foes.

Q. Why will you inflict more damage?
A. You will get free AoOs during enemy movement, which means free attacks. This adds up to a lot of extra damage.

Q. Why will you suffer less damage?
A. Your reach weapon provides a defensive screen, which foes must pass through in order to attack you. Sometimes a foe will refuse to approach.
Sometimes you'll trip an incoming foe and sometimes you'll kill an incoming foe before it can attack. Sometimes careful tactical movement will allow you to deliver your own attack whilst avoiding a Full Attack from your multi-attacking enemy. This can add up to a lot less incoming damage for you and your party. For best results use smart reach tactics. This effect is the main reason pike formations dominated historical battlefields for centuries.

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