Ravingdork |
I am attempting to build (and given the opportunity, to play) a Remaster battle oracle that can perform adequately during play. I recognize that there are a lot of problems with the mystery and that it will hardly be optimized, but therein lies the challenge.
Ultimately, I hope to end with something that won't drag the party down and that does not simply ignore the problems of the mystery (such as by simply taking Weapon Familiarity or Weapon Proficiency).
Here is the Pathbuilder progression for my first attempt at a 5th-level battle oracle. How did I do? What do you think can be done to improve upon it?
Later, once we've got it as fleshed out as we think we can manage, I'll try and run it through some scenarios to see how it might perform in play.
Bluemagetim |
So basically this set up sacrifices cha and uses slots to act closer to a martial.
While spells slots are available attacks are likely to get through and auto sustain trance.
Whispers also gives a boost once per battle per enemy to swing like martials.
But the character still has the ability to give buffs to the party and not just themselves and has cantrips to fall back on for ranged attacks and shield despite using a greatsword.
I think at this level what comparable martials have in place of the slots are abilities like sudden charge and other action compressors, and had the general feet space to get fleet. The battle oracle is going to feel action hungry trying to trance/ cast buffs/ move around with 20ft speed and attack with a greatsword.
But there is always going to be a trade off and later levels the spell casting side of the character will be overwhelmingly the characters main thing.
Easl |
Gortle wrote:Domain spells are much better.Are there any that you would recommend?
For a L5 Oracle I'd probably go with Cry of Destruction or Weapon Surge. Can't go wrong with added melee damage and their Rank 4 spells are good too. The other two domains I think are more conditional in use.
Summary below.
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For Battle you get access to the destruction, might, protection, and zeal domain spells.
Cry of destruction: bonus d12s for melee damage. Good for any melee build.
Destructive aura: reduces opponent resistances (but yours too!).
Athletic Rush: +2 to athletic checks and +10 move. Good if you're trying to build a tripper etc.
Enduring Might: grants resistance. Good for tankyness.
Protector's Sacrifice: lets you take an allies' damage -3. Meh?
Protector's sphere: grants resistance to you and maybe allies. Another 'good for tankyness' one.
Weapon surge: bonus to hit and bonus d6s spirit damage. Good for most melee builds
Zeal for battle: best of 2d20 rolls used for initiative for you and an ally. Conditionally very useful.