Okay, so here's Queenie the Oracle again. I've filled in a list of her spells subdivided by 'type' to help you sort of keep track of them in your head, and each one has a little capsule description of what it does. I left out the healing spells, of which she has a really big mess of, because those are easier to figure out. Someone gets hurt or a negative status effect; cast one.
My previous post still works for tactics, with only one big change. Moment of Greatness doubles morale bonus
for just one action per casting, affecting all allies within 50' of the caster. So it really is just a moment of glory. So your Dance of 100 Cuts is still a great self buff; but no longer making me vaguely embarrassed for breaking the game.

And of course, it still stacks with Divine Favor. +30 to hit, 3d6+17 damage, AC 43 and +5 to all saves is still nothing to sneeze at.
[sblock=Queenie 2: Electra Boogaloo]Female Human Oracle 18
Alignment: Chaotic Good
Age: ?
Languages: Common
Appearance:
Statistics
Str: 11 (+0) 1
Dex: 16/22 (+6) 10
Con: 14/20 (+5) 5
Int: 10 (+0) 0
Wis: 12 (+1) 2
Cha: 18/30 (+10) 10
Hit Points: 184
Armor Class: 38 (10 + 6 dex + 9 armor + 7 shield + 5 deflection +1 dodge)
Initiative: +6
BAB: +13/+8/+3
CMB: +13
CMD: 19
Speed: 30'
Saves
Fort: +16
Reflex: +17
Will: +17
Feats
b Dodge
1 Weapon Finesse
3 Martial Weapo Prof: Scimitar
5 Dervish Dance
7 Battle Cry (swft act; +1 morale atk, +4 vs fear, reroll save 1/use, use 10/day)
9 Spell Penetration
11 Greater Spell Penetration
13 Quicken Spell
15 Spell Focus: Enchantment
17 Heighten Spell
Racial Abilities
+2 Charisma
Medium, normal speed
Bonus Feat
Bonus Skills
Favored Class - Oracle
- +10 skill points (levels 1-10)
- +1 4th lvl spell, +2 5th lvl spells, +2 6th level spells, +2 7th lvl spells, +1 8th lvl (lvl 11-18)
Class Abilities
Mystery - Joy
Oracle's Curse - Haunted (retrieving gear is std action or longer, dropped items land 10' away)
Orisons
Mystery Spells
Revelations (DC 29)
- Heartening Presence (Allies within 100' gain +2 to attacks, skills, saves for Chamod rounds as std action, 3/day)
- Instant Friends (1 creature who can understand your speech makes will save or is charmed, up to 18 min/day)
- Perseverence (Gain Endurance, Diehard and Heroic Defiance as bonus feats)
- Shout of Ecstacy (9d6 sonic dmg and deafen 1d4 rnds, fort save for 1/2 dmg and no deafen, 15' cone, 3/day)
- Uplifting Joy (Fly 90/perfect, 18 min/day)
Skills 100
Diplomacy +31 (18rnks + 10 cha + 3 class)
Heal +14 (10rnks + 1 wis + 3 class)
Knowledge Planes +15 (12rnks + 3 class)
Knowledge Religion +15 (12rnks + 3 class)
Linguistics +8 (5 rnks + 3 class)
Perform +31 (18rnks + 10 cha + 3 class)
Sense Motive +20 (16rnks + 1 wis + 3 class)
Spellcraft +12 (9rnks + 3 class)
Languages: Common, ?, ?, ?, ?, ?
Spellcasting
Oracle CL 18 (concentration +28, SR check +22), Base DC 20+lvl
Slots
1 - 6/6, 2 - 6/6, 3 - 6/6, 4 - 6/6, 5 - 6/6, 6 - 6/6, 7 - 6/6, 8 - 5/5, 9 - 3/3
0 - 9, Create Water, Purify Food, Detect Magic, Enhanced Diplomacy, Guidence, Light, Mending, Spark, Stabilize, Mage Hand, Ghost Sound
1 - 5, Hide from Undead, Tap Inner Beauty, Sanctuary, Murderous Command, Moment of Greatness, Divine Favor, Cure Light Wounds
2 - 5, Admonishing Ray, Align Weapon, Early Judgement, Lesser Restoration, Spiritual Weapon, Levitate, Minor Image, Hideous Laughter, Cure Moderate Wounds
3 - 4, Good Hope, Invisibility Purge, Magic Circle vs Evil, Prayer, Protection vs Energy, Cure Serious Wounds
4 - 4, Death Ward, Cure Critical Wounds, Divination, Blessing of Fervor, Freedom of Movement, Restoration, Holy Smite
5 - 4, Telekinesis, Dance of 100 Cuts, Cleanse, Commune, Serenity, Flame Strike, Greater Command, Disrupting Weapon
6 - 3, Joyful Rapture, Greater Dispel Magic, Heal, Wind Walk, Eaglesoul, Mass Planar Adaptation
7 - 3, Reverse Gravity, Waves of Ecstacy, Greater Restoration, Holy Word, Resurrection, Greater Scrying, Destruction
8 - 2, Euphoric Tranquility, Greater Angelic Aspect, Greater Spell Immunity, Stormbolts
9 - 1, Overwhelming Presence, Summon Monster IX
Personal Buffs
- Tap Inner Beauty (+2 insight on all charisma attribute and skill checks)
- Divine Favor (+3 luck to hit/dmg)
- Disrupting Weapon (melee weapon can destroy undead on hit)
- Dance of 100 Cuts (+5 morale to hit/dmg/ac, must move 10' and/or make melee attacks, 1rnd/lvl)
- Eaglesoul (+2 morale perception vs evil, +2 initiative, constant detect evil; expend in combat for +2 sacred to AC, +4 sacred strength, resist acid/fire 5, +5 sacred Intimidate vs evil, fast healing 2, autoconfirm crits vs evil)
- Greater Angelic Aspect (DR10/evil, immune acid cold petr, resist fire/elec 10, +4 vs poison, tongues)
- Greater Spell Immunity (become immune to 4 spells up to 8th level)
Party Buffs
- Moment of Greatness (Double morale bonuses for allies for a single action)
- Good Hope (+2 morale to hit/save/check/dmg for allies)
- Prayer (+1 luck to hit/save/check for allies, -1 to same for foes)
- Blessing of Fervor (allies choose from a variety of bonuses, round by round)
- Wind Walk (become gaseous, move superfast)
Control
- Command (force a target to obey a 1 word command)
- Greater Command (like command, but up to 18 targets)
- Hideous Laughter (target loses action, laughing)
- Early Judgement (give target a vision of hellish afterlife, fear effect)
- Telekinesis (can grapple, disarm, etc)
- Serenity (18 targets suffer 3d6 nonlethal dmg if they take any hostile action)
- Reverse Gravity (create area where gravity is reversed, creatures/objects float up)
- Waves of Ecstacy (18 targets are staggered)
- Holy Word (banish evil extraplanar beings, deafen and stun evil beings)
- Euphoric Tranquility (one target becomes passive and utterly nonviolent)
- Overwhelming Presence (18 targets are overwhelmed by awe and fling themselves to the ground at your feet)
Direct Attack
- Admonishing Ray (3 rays, 4d6 nonlethal per ray)
- Spiritual Weapon (force weapon attacks independently of you)
- Flame Strike (15d6 fire and holy)
- Holy Smite (5d8 holy dmg that can also blind evil)
- Destruction (180 damage or 10d6 on successful save; death destroys body utterly)
- Stormbolts (18d8 lightning damage to anyone you want within 30' of you)
- Summon Monster 9
Equipment
Cash: 17.2k/530k
Weapons
"Sune's Smile" Holy Keen Scimitar +3, +22 atk, 1d6+9 dmg, 15-20x2 crit, 72k
Armor
"Glamor" Mithril Glamered Chain Mail Shirt +5, +9 AC, ACP 0, 10lbs, 28.8k
Mithril Large Shield +5, +7 AC, ACP 0, 5lbs, 25k
Gear
+2 Charisma Book, 54k
Eyes of the Dragon, 110k
Belt +6 Dex, Con, 90k
Headband +6 Cha, 36k
Ring of Protection +5, 50k
Cloak of Resistance +5, 25k
2x Gloves of Storing, 20k
Handy Haversack, 2k[/sblock]
So a few things to note then, above and beyond my previous notes. First, you have a lot more direct spell attacks now. Some are quite powerful for a cleric. Stormbolts is an area effect that centers on you, but omits any targets you wish...you can basically 'lightning fireball' at point blank range, totally safely. For 18d6 damage. Destruction I included cuz it really sums up the whole "fury of the divine" and represents one of the very few ways to mess someone up beyond the reach of Resurrection. And of course, 180 damage. 180 damage.
Note that Holy Word is still decent, but it can't banish extraplanar beings unless you're on your home plane...so you MIGHT want to get Banishment instead. But Holy Word can still inflict blindness and paralysis to hordes of lower-level foes so...it has its place.
Holy Smite is not big damage, but blindness is a great status effect to inflict.
I filled in Heighten Spell for her 17th level feat, because so many of her spells have no effect on a successful save. There's nothing quite as fun as a Heightened Murderous Command cast on a big old red dragon.
I gave her Protection from Energy instead of Resist Energy...Mei has Resist, but I think it's overall a better spell so if you want it too that would be fine. That said, for your personal resistances, you can cast Greater Angelic Aspect for two big immunities, and resistance to cold and fire. So. Up to you.
I took Linguistic skill with her lower-level Favored Class bonuses, because many of your spells are language-dependent. Right now you get 5 language picks above Common to learn. Note that under the influence of Greater Angelic Aspect, you have
truespeech which is basically Tongues, so don't feel like you have to learn a ton. Even so, GAA is a high level slot, so having a decent selection is wise.
I didn't take Miracle! You could swap out Summon Monster for it, or just wait until next level. Swapping isn't a bad idea, honestly, even though summoning high level allies is very action-economy-friendly.
Oh oh, you have the Disrupting Weapon spell. This is because I decided you didn't have enough anti-undead effectiveness. In a weird inversion, Mei-Ying is CRAZY effective against undead, while our divine caster was mostly only good because of Heal (does 180 damage on melee touch vs undead). But now you have a new toy. Slap Disrupting Weapon on your melee weapon, and every time you hit, they have to save against being destroyed. For non-undead crusades against evil, there's Eaglesoul. It's an hour/level buff that gives a few minor bonuses that can be triggered in combat as a swift action to give GREAT bonuses for 1 round per level, and then it expires.
So yep. Anything you want to ask or talk about, just let me know.
