
ShroudedInLight |

Well, for one thing its an Oracle so you've got good things going right there already. Oracles are super flavorful divine sorcerers and almost always pose a good time. Worth noting that Juju gives Bluff, Intimidate, Knowledge Nature, and Survival as useful class skills which allows for either a Nature themed Oracle capable of tracking/surviving in the wild or a very efficient party face.
The spells are all over the place, but basically give you Wild Empathy, some excellent social tools, the ability to instantly cripple fights on a failed willsave, the ability to turn one encounter against the other on a failed will save, instant siege weapons in the form of 1d3 Stone Giants, Mass Charm Monster, and freaking Shape Change making a high level Juju Oracle into a pseudo-druid with the Cleric spell list. All in all, I love the spells its much better than say rolling Flame and just being handed fire damage over and over.
Beast Tongue is a bad revelation, you get Speak for Animals for free. Connaissance is a better version of Charmed Life, even if you have to spend a Full Round Action to recharge it. Gaining 1/2 your level on a saving throw is basically an auto-success. Ensnare the Soul is kinda meh, I get the Juju Zombie flavor they are looking for but you get Charm Monster if you are patient and don't need Charm Person. Dominate Person is alright but you never get Dominate Monster which is much better. Juju Sense is worth a feat, thats all I can really say about it. I'd ususally rather have another feat instead, but its something?
Night Terror seems...bad at first glance (and is) but is slightly more interesting when you note that you can use this ability while under the effects of Haste or Two Weapon fighting to make additional attacks. Leading to a max of 7d10 damage in exchange for 3 feats! Still bad, but funny.
Path of the Snake is okay, you never know when being able to walk through walls is useful. The Stealth bonus is bad, and you can't cast spells, and the whole duration is used at once. Now, Summon Nature's Spirits is a pretty cool ability as it does not actually consume a spell slot, is a standard action, and gives you Augment Summoning for free. Its a shame its 1/day but its still very solid throughout your career. Unwilling Host is mass confusion 1/day and thus exists as an option you could take, or not. Its just kind of there. Oh, Spiritual Protection is great as it means you do not need to waste a spell slot on learning the Protection Against or Circle Against spells.
As oracles gain six revelations naturally I'd suggest (in no particular order)
- Connaissance (Worth Noting, this doesn't stack with your Capstone)
- Summon Nature's Spirits
- Juju Sense
- Spiritual Defense
- Path of the Snake
- Ensnare the Soul
As far as the Capstone goes, wow thats a pretty good one. Getting a free Extended Dominate Monster gives you 40 day periods of control over a large number of monsters (likely 8ish), another +Cha to your Armor Class, Saving Throws, and Knowledge Checks turns you into a real end game monster.
I think I'd personally prefer another Mystery, I'm quite partial towards Lunar, but I can't deny that Juju (while weird) is quite strong. A shame so many of their revelations are 1/day affairs that tend to obsolescence from their other abilities/spells. I could see this being fun though if you wanted a more druidic oracle or wanted to design a very flavorful bayou BBEG.

Ryze Kuja |

Honestly, I'm still working on that, but so far they haven't been too much of a problem for me to create challenging encounters for the group. Although, it hardly matters what I throw at this group anymore. If anything dies that isn't a construct/plant/outsider or something similar, then it gets resurrected as a zombie.
Luckily we're lvl 10, so most of my baddies can fly over the ground-based zombies. And it's a Gestalt campaign, so most of my baddies are pretty powerful and the zombies don't pose a threat.
The group also has an airship, so they usually keep the zombies manning the guns and keeping an eye on things while they do the dungeon crawls. For example, in the last weekend's session, they had to fight a BBEG Lich who's been pestering them for probably 10-12 sessions now, and he has a laboratory in a big city where she can't take her zombies without getting the guards called on her, so she left her zombie army on the airship. But once they got to the Lich's laboratory, there were a bunch of alchemists that they had to kill, so just before the fight with the Lich, she casted Animate Dead on the Alchemists. After she animated them, she kept them away from combat so the Lich couldn't destroy her new toys (smart).

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This is interesting.
When the Player asked me if JuJu Oracle was acceptable (he wants to play a Necromancer, and neither Bones Oracle nor White Necromancer (New Paths) struck his fancy, I went to my bookshelf. Cuz that's how I roll -- and grabbed the AP to look it up. He was using either Archives or D20PFsrd, I dunno.
And I wonder if that's the reason we've had a trifle of a disconnect when (briefly) chatting about the build. I glanced at the book and maybe he was reading a modified version online.
Looks like I'm going to have to take more time than just superficial.
.
(It's ridiculous; this is the second time in two weeks this has come up -- my looking at the Lore Warden in the friggin book only to find out that a few years later another book changed Lore Warden and the new one is online for people who don't buy the books!)

Ryze Kuja |

Well, here's some friendly advice on how to deal with a Necromancer: be careful what you attack your group with.
Because anything they kill (or happen upon something that has been recently killed) gets Animated and joins the army, or any undead you come across or kick out of your Animated Dead army can still be controlled with Command Undead (Command Juggling).
If you're not familiar with Command Juggling, it's basically where you get Undead Master (feat) and Extend Spell (MM Feat) and then perform a daily casting of Command Undead (2nd lvl spell). Command Undead lasts for 1day/level, Extend Spell makes that 2days/lvl, and Undead Master makes it 3days/lvl. So at lvl 10, she has about 35-40 undead that aren't even in her Animate Dead army that she "juggles" with multiple castings of Extended Command Undead (3rd lvl spell slot) every day whenever their 30day durations expire. She doesn't have Heighten Spell yet, but she'll probably have to get it to Command Juggle the higher level undead in the late game (we are going to lvl 20+)
So she has Varisian Tattoo (Necromancy) and Spell Specialization (Animate Dead), which raises her CL while casting Animate Dead to 13CL and then 6HD/CL = 78HD worth of max HP zombies, and then she also has Animate Dead from her Gravewalker Witch side, which is 13CL and 4HD/CL = 52HD
So that's a grand total of 130HD worth of zombies in her Animate Dead, plus the ~40ish undead she Command Juggles.
So I've been hesitant to throw anything like Dragons or Manticores at this group just because I know it'll join her army.