Help with a Tempest Oracle build, please!


Advice

Dark Archive

Hi!

I'll start Age of Ashes AP soon and I made a Tempest Oracle.
He is human (half-elf), tha stas are Str 10, Dex 14, Con 14, Int 10, Wis 12 and Cha 16.
I took the Dragon Scholar background (campaign background). The ancestry feat was Elf Actavism (cavern elf) for darkvision, but I'm open to change this.
The skill choices were Deception, Diplomacy, Intimidation (I think are good choices for a CHA-based PC), and Medicine for non-combat healing. Of course Religion for the class and Nature for the Mystery.
I selected Detect Magic, Guidance, Forbidding Ward, Stabilize and Read Aura as cantrips (and Electric Arc from the Mystery), then Heal, Bless and Santuary as 1st level spells.
The party is made by a Rogue, a Wizard and a Barbarian.
I plan to play my Oracle as kind of controller and support, but I don't know the better way to do it, or even if I started it well.
So, I need your help to build this as effective as the party needs. If you could suggest feats (general, skills, ancestry), spells, archetypes, everything, level by level, I'll be very thankfull, since I tried to look for some builds advice here and there, I find nothing direct and interesting.
Thank you for the attention!


I think you're missing the +2 cha boost from selecting oracle as your class. You made the obvious skill choices which is good. Keep in mind you'll want to take a lot of the medicine skill feats as well. Might also want to take the voluntary flaw to str and int to boost dex, con or wis.

Darkvision is always great. The other good option as a half elf is natural ambition for the level 1 class feat you normally wouldn't get.

The divine spell list is the worst in the game for most use cases, so you're likely to wind up buffing the party and healing as best you can with your limited spells known. Tempest also doesn't have the best divine access options.

Age of Ashes is a difficult campaign at the start that a lot of people seem to dislike but I very much appreciated for how it punished us until we learned to play/build correctly. Some general things I learned were to never end my turn in melee reach, never learn or cast a spell with no effect on a save or has incapacitate or requires an attack roll. I mostly pretend those spells don't exist and it makes spell selection much easier.

With that in mind, you might want your spells to be heal (signature), fear and magic weapon which you'll later swap for something like animate dead since even a level 1 animate dead forces a no-save lose an action or be flat-footed situation. Bless looks nice but requires turns spent making it large enough to matter since you don't want to be anywhere near melee. Sanctuary looks like a good choice until you realize the game math gives you bad odds for enemies to fail. Sure, you can stop mooks from hitting someone, but anyone remotely threatening or has moderate or better will saves is going to go right through it.

You won't find too many direct builds for oracle due to how modular the game is and also because oracle is a weaker class. But here's a quick and dirty starter you can tweak. Pick your own spells though.

01. Elf atavism
02. Blessed One dedication, ward medic or continual recovery
03. Toughness or ancestral paragon (ambition)
04. Divine access, other option from 2
05. Natural ambition (reach) or elven weapons or unconventional weaponry (for a 0 reload ranged weapon)
06. Advanced revelation, Assurance (medicine)
07. The other option from 3.
08. Debilitating Dichotomy, bon mot
09. Multitalented (bard)
10. Basic muse whisper (lingering composition)*, whatever skill feats you want from here on
11. Prescient planner or fleet
12. Advanced muse whisper (dirge of doom)
13. Aerialist
14. Mysterious repertoire
15. Prescient consumable or fleet
16. Diverse mystery (i like brain drain)
17. Heroic presence
18. Divine Effusion
19. Whatever
20. Oracular providence

*does nothing the level you get it but works wonders at 12 together with dirge. Consider taking something else at those levels and retraining into those two feats.


Nice choice of class, a divine caster combines well with your party specially a Charisma one there.

Tempest is the most straightforward curse that you don't have to really play around it, for divine access if you pick, the most common deity used on that curse is Hen Feing, as the most desirable spells from it comes at spell lvl 4, you could delay picking the feat until the lvl of spell.

As you are a half-elf, Multitalented is interesting, I personally like Rogues or Swashbuckler there as the dedication itself is good for the slot and their low lvl feats are desirable for casters if you decide to pick them like Mobility, Antagonize or One for All.

I personally like a lot of skills so this build reflect that.

2) Acrobat Dedication
4) Divine Access
6) Advanced Revelation
8) Debilitation Dichotomy
9) Multitalented - Rogue
10) Mobility
12) Skill Mastery
14) Mysterious Repertoire
16) Inspired Stratagem
18) Blaze of Revelation
20) Oracular Providence.


The Divine list isn't the best at throwing out damage. But it doesn't look like your party is lacking in the physical (Barbarian, Rogue) or magical (Wizard) damage department. There are a good handful of blasting spells if you really want them though.

Bless and/or Bane are both good choices for low level spell slots. Efficient for spell slot usage since the benefits last for a while without needing to be sustained. Improving the radius takes an action, but not taking the action doesn't end the spell.

Also, the much maligned Crossbow actually makes a pretty good cantrip to cast.

As for planning for the future - I would suggest only planning out a general idea, rather than setting everything out at the very start. The most optimal or 'best' choices are going to change based on how the rest of your party builds and how your standard tactics develop.

Is everyone getting attacked regularly? Better to add things to keep up your own survivability. If instead the front-line or crowd control spells are able to keep most enemies away from you and the Wizard most of the time? Add some more damage dealing or ally-boosting abilities.

Tradeoffs like that can only be analyzed and decided on after the game has been played for a while.


breithauptclan wrote:
Also, the much maligned Crossbow actually makes a pretty good cantrip to cast.

Tempest gets Electric Arc so most of the time they're covered for that one.

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