Pathfinder 1E Questions about the Oracle

Just to make sure you don't go wrong there in the future: Sorcerers cannot learn new spells from scrolls. Never could, never will. Neither can any other spontaneous casters (Bards, Oracles, Inquisitors, Summoners).

Apart from that, your build is looking good. May I chime in with [MENTION=36150]Herobizkit[/MENTION] and recommend not getting too lost in the fire theme? Or rather, apply the fire theme a little more broadly, instead of going for the "burn it with fire every time!" route? Many, many creatures are resistant or even immune to fire, so you need another trick up your sleeve if your group expects you to contribute damage output. Think about getting Elemental Spell to change your damage type (although the spell level adjustment sucks), or getting some other offensive spells beside pure fire damage. Also, as you level up, don't spend too many valuable spells known on doing the same thing (direct spell damage) over and over, at different spell levels.

On the summoning/binding thing: it's actually useful to use summoning spells - if you have the setup for it. Augment Summoning is a must have if you plan on summoning stuff a lot. It turns your summonlings from not-much-more-than-speed-bumps into solid, almost-level-appropriate combatants. But the strength of summoning spells is the versatility they afford you (by picking and choosing just the right creature for the situation at hand), so don't use for pure fire elemental support. Look into all the monsters available and notice how some can fly, some can burrow, some can grapple, some can debuff, some have interesting spell-likes, some have good scouting abilities etc. Make use of all of them and you're a one-man army. Use just fire elementals (which are mediocre melee brutes and not much else), and you're wasting your potential!
 

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With the Efreeti Bloodline, [...]

Dude, OP's an Oracle, not a Sorcerer. Sorcerers have Bloodlines, Oracles have Mysteries. The Efreeti thing is a race ability from the Advanced Races Guide that lets the character use Enlarge Person or Reduce Person once/day. The character's got the Flame Mystery and appears to be a 3rd-level Oracle (though Koothan doesn't actually say what level the character is, so I'm sort of guessing there).

And on that note, Koothan, you should know that that racial trait doesn't give you the spells to cast- so don't list them with your spells. It gives you an ability which happens to work like the spell. You're sort of listing it that way above, but you seem to be confused as to what exactly is a spell. Also, your spell list appears confused as to what you can have and not have- Prestidigitation, for example, is not on the Oracle spell list and I don't see where you could have gotten it. You can only know 5 0-level and 3 1st-level spells as a 3rd-level Oracle; your character has a bunch of other spells listed above (which means they shouldn't be there).

Also, you can't take Firestorm as a Revelation yet; read the text again. It says at the end "You must be at least 11th level to select this revelation." There are two other Revelations you can't take yet at 3rd level, Form of Flame and Wings of Fire. Both of those require you to be 7th level before you can take them.

Your spell list says "1/level spells-" which suggests that you can only cast them once per level. Those would be pretty useless in a game; you'd never be able to use them for fear of losing them! They're "1st level," not "1/level."

Here's how your spell list works. You know spells that you can use; if a spell isn't known by you, then you can't cast it unless you're doing it from a magic item (like a wand, or if you cast off a scroll and use it up in the process). The number of spells of each spell level that you know are in table 2-6 on page 45 of the APG- the one marked "Oracle Spells Known." Once you have your list of spells you know, you cast those spells using your spell slots- as a 3rd-level Oracle you get infinite 0-level slots, and 5 1st-level slots per day plus bonus spells from high CHA. Since your CHA is 20, you get 2 bonus 1st-level spells, and that gives you a total of 7 1st-level spell slots per day.

You took the Haunted Curse, which gives you two extra spells known: they don't count against the limit from table 2-6. Those are Ghost Sound and Mage Hand, both of which are 0-level. As an Oracle, you also get to add all "Cure" spells or all "Inflict" spells to your spells known, which also don't count against the table 2-6 limit. Since you listed Cure Light Wounds up above, I'll assume you picked the Cure spells for this class ability. Finally, your Mystery gives you bonus spells known at each even Oracle level; so far (as a 3rd-level oracle) you've only got one of them- Burning Hands which you got at 2nd. These also don't count against the table 2-6 limit.

Altogether, that means the character's spell list should look like this:

Spell-Like Abilities:
Dancing Lights (1/day)
Enlarge/Reduce Person (1/day)
Flare (1/day)
Prestidigitation (1/day)
Produce Flame (1/day)

0-Level Spells:
Detect Magic
Ghost Sound
Guidance
Mage Hand
Read Magic
Spark
[one more 0-level Cleric/Oracle spell- I don't recognize Enhance Diplomacy so I don't know what level it is or which classes get it, and therefore won't list it here. If it's a Cleric/Oracle 0 spell then it works and can go here.]

1st-Level Spells: (7 slots/day)
Burning Hands
Cure Light Wounds
Shield of Faith
Sun Metal
[one more 1st-level Cleric/Oracle spell- I don't recognize Burning Disarm so don't know what level it is or which classes get it. If it's a 1st-level Cleric/Oracle spell then it can go here.]

You mentioned wanting to be able to summon Elementals; since you didn't take Summon Monster I as a spell known I'll assume you meant to not take any Summon spells until they can summon Elementals (which means Summon Monster II at the earliest, presumably you plan to take that when you reach 4th level Oracle). The suggestion to take Augment Summoning as a feat is a very very good one: monster summons are indeed nothing but speed bumps under normal circumstances.
 
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I am not trying to be an ass but on d20psfrd it lists this for the cleric and the oracle, if this is wrong plz let me know i dont want to take something i cant use!
[h=3]Enhanced Diplomacy[/h] [TABLE="class: sites-layout-hbox"] [TR] [TD="class: sites-layout-tile sites-tile-name-content-1"]School divination; Level cleric 0, druid 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

[/TD] [TD="class: sites-layout-tile sites-tile-name-content-2"]


[/TD] [/TR] [/TABLE] DESCRIPTION
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.

Burning Disarm
[TABLE="class: sites-layout-hbox"] [TR] [TD="class: sites-layout-tile sites-tile-name-content-1"]School transmutation [fire]; Level cleric/oracle 1, druid 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range Short (25 ft. + 5 ft./2 levels)
Target Held metal item of one creature or 15 lbs. of unattended metal
Duration Instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)

[/TD] [TD="class: sites-layout-tile sites-tile-name-content-2"]


[/TD] [/TR] [/TABLE] DESCRIPTION
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
Just ot be clear i am just trying to show where i found this and mean no disrespect by this at all!
 



Those spells are fine if your GM allows them, ultimately; the GM is always right. :)

I myself don't use d20pfsrd as a primary source; I always go to the books before anything else. And the next time I run a game, I have a specific list of books I'll be allowing, and nothing from outside those books will be allowed. But that's me.

Looks like Enhanced Diplomacy is from "Pathfinder Companion: Taldor, Echoes of Glory" and Burning Disarm is from "Pathfinder Companion: Cheliax, Empire of Devils." Since I don't have either of those books, that's why I didn't recognize them.

In any case, problem solved.
 


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