Iluzry's Guide to the Omdura


Advice


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So the omdura exists, I didn't see a guide for it, so I made one. Short, sweet, to the point.

Obviously if anyone has anything they want to add, I'd appreciate that, but only if its done in a constructive manner.

Divine Might and Sacred Rites: Iluzry's Guide to the Omdura


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Putting a post here to placehold for later, when I get a chance to actually read the guide.


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If they get orisons and spells of 1st to 6th level, isn't that a 2/3 caster, not a half caster?


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Coidzor wrote:
If they get orisons and spells of 1st to 6th level, isn't that a 2/3 caster, not a half caster?

So that might be just a terminology thing on my part. I always thing 1-6 is half and 1-4 is quarter but frankly thats probably a me issue.


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IluzryMage wrote:
Coidzor wrote:
If they get orisons and spells of 1st to 6th level, isn't that a 2/3 caster, not a half caster?
So that might be just a terminology thing on my part. I always thing 1-6 is half and 1-4 is quarter but frankly thats probably a me issue.

It’s far less confusing if you don’t think of casters in fractionals… 9th lv casters, 6th lv casters, & 4th lv casters.


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Chell Raighn wrote:
IluzryMage wrote:
Coidzor wrote:
If they get orisons and spells of 1st to 6th level, isn't that a 2/3 caster, not a half caster?
So that might be just a terminology thing on my part. I always thing 1-6 is half and 1-4 is quarter but frankly thats probably a me issue.
It’s far less confusing if you don’t think of casters in fractionals… 9th lv casters, 6th lv casters, & 4th lv casters.

Good point.


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Haven't had the chance to get into the guide yet, but "4/9", "6/9", and "9/9" are terms that have been accepted on these messageboards.

Arguably, 6/9 doesn't exactly simplify out to 2/3 due to the power curve of spells becoming steeper in spell levels 7 - 9, so that these would need the most decompression if you were going to even out the spell power curve without outright getting rid of the most powerful spells. (However, brokenly powerful spells exist at all levels, not just at levels 7 - 9; and wet noodly weak spells exist at all spell levels, not just at levels 1 - 6.)


Good to have some free guide to Omdura stuff out there, Iluzry- now both of the 2nd party Paizo classes got guides. :)


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Okay, due to work and other stuff, I don't really have time to do this yet, but I finally decided to just do it (staying up later than I should), and started reading the guide . . . which means that I also had to read the actual class description first (I scanned it over quickly soon after it came out, and then didn't pay it any heed), so I won't get very far tonight, but have to start somewhere and sometime. You're right, it IS a hybrid of Paladin/Antipaladin and Inquisitor, except with Warpriest spells instead of Paladin/Antipaladin spells. Well, at least the vanilla version is -- both of the Paizo archetypes for it (which seem to be the only archetypes for it) totally change this up . . . but I had better leave that for later. I wish they had come up with a better name for this class . . . but I can't think of one right now. Unlike the other 1.5-party class (Vampire Hunter), which is hyper-specialized, this class is in a moderate position between specialized and general-purpose.

The Chassis: Invocation: Resiliency: I agree that this is normally bad, but if you manage to stack it with some Damage Reduction from some other source, it might actually be situationally decent. For instance, before considering Resiliencey, if you are wearing Quilted Cloth Armor, which doesn't have much AC bonus, but gives you DR 3/- vs ranged Piercing attacks, you nullify nearly 3/4 of Hand Crossbow and hurled Dagger and Dart hits that don't have damage bonuses(*), nearly 1/2 of Shortbow hits that don't have damage bonuses, and nearly 3/8 of Longbow and Light Crossbow hits that don't have damage bonuses. This could be really important if you are up against a lot of enemies using poison weapons (think of Second Darkness and the Drow that for some weird reason really like Hand Crossbows). Now, add Resiliency -- before level 5, this adds DR 1/Magic, so now you nullify over 95% of Hand Crossbow hits, over 90% of hurled Dagger hits, and over 95% of Dart hits that don't have damage bonuses (if they confirm a Critical AND roll high they can still get through, which also shaves a bit off the above and following values), nearly 2/3 of Shortbow hits that don't have damage bonuses, and nearly 1/2 of Longbow and Light Crossbow hits that don't have damage bonuses. At levels 5 through 9, you now nullify nearly 5/6 of Shortbow hits and 5/8 of Longbow and Light Crossbow hits that don't have damage bonuses, and if you are not Neutral (Neutral Omduras get ripped off here too), your Resiliency bonus even ducts from enhancement damage bonuses on the arrows unless they are aligned against you or very high. At levels 10 through 14, if you DON'T use Improved Invocation, you now nullify over 95% of Shortbow hits and 3/4 of Longbow and Light Crossbow hits that don't have damage bonuses, and even over half of Heavy Crossbow hits that don't have damage bonuses (and again if you aren't Neutral, you're even doing pretty well against many of those that have damage bonuses). In any case, if the damage is reduced to 0, poison riding on the attack isn't going to get you.

(*)Not counting Shuriken here, because even though they technically fall into an even worse damage range than Hand Crossbows, Daggers, and Darts, anyone in their right mind who is using Shuriken will be bumping the damage up with Flurry of Blows and will likely also be adding some damage bonuses, first Strength and eventually also enchantments -- non-elite Minions aren't going to be using these. Also, not counting Blowgun Darts here, because these are neutralized by Quilted Cloth alone on anything other than a Critical hit AND a maximum damage roll, unless the user succeeds on a Sneak Attack with one.

The Chassis: Divine Weapon: Neutral Omduras only get one extra weapon enchantment for their alignment.

The Chassis: Divine Might and its Greater version: Neutral Omduras get partially ripped off with this too.

Roles and Ability Scores: Holy Blade: This gets better if you get proficiency with a good weapon from another source (for instance, for being a Half-Elf with Ancestral Arms, or a Half-Orc).

More coming at a future date . . . .


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Divine Infusions: Dazed: Dazed is less severe than helpless -- a Dazed opponent doesn't lose AC (including their Dexterity bonus) -- they just can't take actions. So this means no automatic Coup de Grace, so Dazed isn't automatically deadly. Still brutal, though.

Divine Infusions: Blinded: If you apply this as a Cruelty, your Rogue/Ninja/Slayer/Vivisectionist ally will love you. Green (3/5), dinged only because it is competing with Paralyzed (but still good to have a backup in case they're immune to Paralysis).

Archetypes: Arcane Exemplar: The weird thing is that even though you don't get armored arcane spellcasting, you still get Medium Armor + Shield proiciency. This means you actually could take Arcane Armor Training and Arcane Armor Mastery for reliable armored spellcasting, but that's 2 feats and eats your Swift Action economy. Still bad.

Feats: Power Attack/etc.: These are must-haves for a full BAB character, but on a 3/4 BAB character, you not only get only 3/4 of the benefit, but you also fall even further behind in total attack bonus.

Feats: Divine Fighting Technique: You don't have to take this twice to get the advanced benefit -- you just need to meet the prerequisites (usually another feat and a BAB requirement, but some Divine Fighting Techniques modify this for better or for worse). Desna's Shooting Star is busted good (Megenta 6/5), and you can even substitute ranks of Sleight of Hand for BAB to qualify for the advanced benefit, although it does have 2 prerequisite feats (but you will want Rapid Shot anyway, and Point Blank Shot is a prerequisite for that).

* * * * * * * *

The Herald: Spell Casting: "Unlike spells per day, the number of spells a Herald knows is not affected by her Charisma score; the numbers on Table 2 above are fixed" -- currently, Table 2 is actually below, not above.

The Herald: Sermon: List of Sermons: Litany of Lethargy: Busted good (Magenta 6/5) if you stack it with the Slow spell (on the Herald's spell list) -- at higher levels, you will be making enemies completely unable to move, even if they pass their Saves (which depending upon how the GM reads the wording, might actually be more severe than if they fail their Saves, which would just make 2 non-stacking Slow effects.

The Herald: Doctrines: Doctrine of Wrath: Weapon of Wrath: Neutral Heralds get ripped off here too?


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UnArcaneElection wrote:

Divine Infusions: Dazed: Dazed is less severe than helpless -- a Dazed opponent doesn't lose AC (including their Dexterity bonus) -- they just can't take actions. So this means no automatic Coup de Grace, so Dazed isn't automatically deadly. Still brutal, though.

Divine Infusions: Blinded: If you apply this as a Cruelty, your Rogue/Ninja/Slayer/Vivisectionist ally will love you. Green (3/5), dinged only because it is competing with Paralyzed (but still good to have a backup in case they're immune to Paralysis).

Archetypes: Arcane Exemplar: The weird thing is that even though you don't get armored arcane spellcasting, you still get Medium Armor + Shield proiciency. This means you actually could take Arcane Armor Training and Arcane Armor Mastery for reliable armored spellcasting, but that's 2 feats and eats your Swift Action economy. Still bad.

Feats: Power Attack/etc.: These are must-haves for a full BAB character, but on a 3/4 BAB character, you not only get only 3/4 of the benefit, but you also fall even further behind in total attack bonus.

Feats: Divine Fighting Technique: You don't have to take this twice to get the advanced benefit -- you just need to meet the prerequisites (usually another feat and a BAB requirement, but some Divine Fighting Techniques modify this for better or for worse). Desna's Shooting Star is busted good (Megenta 6/5), and you can even substitute ranks of Sleight of Hand for BAB to qualify for the advanced benefit, although it does have 2 prerequisite feats (but you will want Rapid Shot anyway, and Point Blank Shot is a prerequisite for that).

* * * * * * * *

The Herald: Spell Casting: "Unlike spells per day, the number of spells a Herald knows is not affected by her Charisma score; the numbers on Table 2 above are fixed" -- currently, Table 2 is actually below, not above.

The Herald: Sermon: List of Sermons: Litany of Lethargy: Busted good (Magenta 6/5) if you stack it with the Slow spell (on the Herald's spell list) -- at higher levels,...

Okay made all of the appropriate edits I think. Also really good catch on the herald oversights! Especially with me taking the text for Weapon of Wrath.

now a neutral herald can choose planar or negating, so they can cut through DR with incredibly ease.


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I see the changes in the Herald, but did you also make any changes to the Omdura guide? The original link still goes to an apparently unchanged file.


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Ah well most things werent something where i had to really change anything just make a note of but I diiiid note one or two things

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