Help with feat & spell selection with free(ist) archetype level 8 half-elf lore oracle


Advice


Finally making most of the choices for a new PC in the mid-levels, but struggling to come up with good choices for some of the feat slots.

My party is myself, the sole caster and healer, and 3 martials: reach monk, reach barb, and an interrogation investigator.

For ancestry feats, I know I'd like otherworldly magic for electric arc, and cooperative nature to hit 30 on One for All checks more often.

Similarly, with the first half of my FA feats, swash and OfA were in there.

After that, I'm stuck with the rest of my FA and class feats. My skill feats will probably include ward medic and continual. Is Battle Medicine also a must-pick, or should support casters stay away from getting too close like that?

Note: Any dedication can be taken without satisfying the 2 more feat rule, so class feats can be freely exchanged to poach good stuff. I just need help knowing, like One For All, what the *best* stuff is.


Well, if you want *best* your party should be a Fighter, a Champion, a Bard, and a Rogue. So you all are already straying quite a ways away from *best* at this point.

But the core of the system is pretty forgiving of things like that. Maybe don't stress quite so much over picking what is mechanically optimal - because you will get very different answers from different people. Just watch...


Bellflower tiller has good feats for one for all. One feat makes success critical and another removes action to aid.

I love battle medicine


At level 9 with cooperative nature you'll have a 95% chance to critically succeed on one for all with master diplo and a +2 item so no issues with landing that. As a lore oracle, most of your regular class feats should be spent on divine access, stealing good spells to effectively replace the divine spell list. Until you've filled yourself out with generically good spells or uncommon spells nobody else can get without permission your class feats are mostly locked up.


How is the Investigator been built? What does it do?

Continual Recovery is essential, Ward Medic is nice. Battle Medicine is very useful too. But not a must pick as you have Heal or a few potions. You may be the only one in your party with a good charisma score so I'd also be looking at intimidation or diplomacy skill feats. But perhaps the Investigator has some of that.


surprised there are player actually pick interrogation

oracle best choice would be vision of weakness

two action heal require verbal and it will be a problem for lore oracle at mid level


For spell poaching, I've got Wall (force or stone), magic missile, slow, haste, synesthesia, stoneskin, invisibility, shadow siphon, and illusions. Any important ones missed?

For spells that behave very similarly, like fear and agonizing despair or slow and spiritual anamnesis/tortoise and the hare, are the effects so good that it's worth having both, despite level differences?

For signature spells, some are obvious picks like heal and dispel magic, or a powerful incap like calm emotions (assuming you didn't spend your level swaps putting it back into your highest slot every time). If a spell only had two useful levels, like slow or fear, would you still sig it?

Finally, what focus spell(s) would you recommend to be used up to 3 times in one fight? I figure the loracle curse is so bad I never want to do anything cursebound. Bonus points if it comes from beastmaster, champion, cleric, or sorcerer, as my dm does make sure the refocus activity couldn't overlap with Treat Wounds normally.


Gortle wrote:

How is the Investigator been built? What does it do?

Continual Recovery is essential, Ward Medic is nice. Battle Medicine is very useful too. But not a must pick as you have Heal or a few potions. You may be the only one in your party with a good charisma score so I'd also be looking at intimidation or diplomacy skill feats. But perhaps the Investigator has some of that.

Mostly as a smart face. He has marshal archetype, so he'll be making lots of RK, while striking, while trying to stay near enough to melee to buff them with inspiring aura. If Dandy was a good archetype, he'd be a dead ringer for it.


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ThatGuyDM wrote:
If a spell only had two useful levels, like slow or fear, would you still sig it?

Only if the heightening level is going to be super stacked and you don't have another good target for your signature.

For example, for invisibility, you already have Dispel Magic at that level and level 4 can probably fit it, so it is probably better to learn it twice.

On the other hand, your level 3 list will probably have at least 2 of Slow, Haste, Heroism, and Roaring Applause. None of those heighten at all levels, but their heightened versions are really good, so pick one for heightened (one that you wouldn't mind "sacrificing a lvl 4 or 5 slot to cast in a pinch if possible) and just learn manually the others. I would not chose Haste, since the lvl 3 one can even be skipped looking at your party and the others still heighten at lvl 6.

In general, lvl 3 is a very important spell level for spontaneous casters. Personally, I would try to pick both Slow and Roaring Applause, heighten one of them and learn the heightened version of the other at 6.


why not just retrain the level 3 slow after level 13

level 3 slow still have value in combat but cast it with staff or scroll are much more convenient


25speedforseaweedleshy wrote:

why not just retrain the level 3 slow after level 13

level 3 slow still have value in combat but cast it with staff or scroll are much more convenient

I don't think that there is a staff with the spell and Slow is commonly casted several times in a row (specially if you are getting debuffs from somewhere else), having to draw the scroll every turn sucks a bit. It is still a valid strategy at high-ish levels, tho.


roquepo wrote:
25speedforseaweedleshy wrote:

why not just retrain the level 3 slow after level 13

level 3 slow still have value in combat but cast it with staff or scroll are much more convenient

I don't think that there is a staff with the spell and Slow is commonly casted several times in a row (specially if you are getting debuffs from somewhere else), having to draw the scroll every turn sucks a bit. It is still a valid strategy at high-ish levels, tho.

personal staff is a thing

though it could require a lot of work with gm

take talismanic sage at level 14 and buy a lot of retrieval prism would also work twice per fight

there is also glove of storing that some gm maybe convinced to let player equip two


Slow is not available for personal staves, its only trait is Transmutation, and that one is specifically disallowed. Of course, a GM is always allowed to hand wave that, but I wouldn't count on it.

As for Talismanic Sage, I would just buy the low level retrieval prisms. The dedication is not that good tbh.

Also, once you are high level, why you wouldn't have it learnt at level 3? There are other options, but you can also scroll all those other spells and slow 3 is one of the ones you are going to cast the most.


always buy talisman

the free one are useless

the point is to use it twice per fight

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