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  1. - Top - End - #1
    Troll in the Playground
     
    OrcBarbarianGuy

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    Default [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Oradin

    Contents:
    Post 1
    Summary/Overview
    Life Link and Shield Other
    Stat Arrangement
    Sample Builds
    Post 2
    Race Options
    Base Classes
    Prestige Options
    Post 3
    Feats
    Traits
    Mythic
    Equipment


    Summary:
    Quote Originally Posted by ericgrau View Post
    I like this build for the ability to heal on the side without disrupting your ability to fight. It seems perfect for that....It's not a lot of hp transferred, but it is enough to match your healing amount. Most importantly it's not very build intensive, any paladin can dip on the side.
    ...
    So, nice battle healer. It's a great way to bring in healing when nobody wants to be the healer, and killing to prevent enemy damage is also helpful of course.

    This is a Mini-Guide that will explore various options for optimizing your Oradin.

    The Oradin was created as a Non-bot-Healbot character.
    Most groups want in-combat healing, but in-combat healing is generally a poor use of resources, typically requiring not only a Standard action to cast the spell, but most Cure-type spells are Touch range, requiring the healer to be near the front-lines as well and/or making them use their Move action to get to the injured player.
    Also, the player behind the character (usually) quickly comes to hate 'just healing every round'.

    The Oradin is a combination of Oracle and Paladin that has most of the healing of your typical Healbot, but withOUT the monotony of "I cast Cure X Wounds" every round. It has high Bab, is fairly free with it's feats (allowing for a variety of builds alongside the healing), and, most importantly, usually only requires a Swift action every now and then to keep the ENTIRE GROUP healed.

    For those of you unfamiliar with the build/concept here's a quick rundown (spoilered for space/length):
    Spoiler
    Show
    1+ Levels of Oracle with the Life Mystery, grabbing the Life Link revelation. This allows you to form a 'bond' with an Ally. At the beginning of each round, if that ally is hurt they automatically heal 5HP, and the Oracle loses 5HP. You may only have as many Life Links active as you do Oracle levels.
    The main benefit of this is that you don't have to worry about chasing everyone down to heal them. You can just heal yourself.
    The Life Mystery also offers Channel Energy for healing (positive energy only).

    The 2nd part of the build is 2+ Levels of Paladin. Lay on Hands can be used on yourself as a Swift action, instead of the normal other-target-Standard action.
    So every round your Life Link(s) will trigger, and if needed you just spend a Swift action to heal yourself, leaving your Standard+Move or Full actions free to do as you please.


    Life Link vs. Shield Other
    Spoiler
    Show
    Shield Other is similar in concept to Life Link, but functions differently enough that an Oradin can still make good use of both.

    Shield Other is a 2nd level Divine Spell. When the Target is attacked/injured it only takes 1/2 damage, and the other 1/2 is transferred to you, the caster.
    Shield Other is better in that it transfers the damage instantly, so there is less chance of, say, the Wizard being 1-shotted. Whereas Life Link the original target takes all of the damage, and is slowly, but fully, healed/transferred over multiple rounds.
    The downside to Shield Other is that it is a 2nd level spell, using a slot that could be used for something else, and making it less accessible for low level starts.
    Shield Other also has a duration of 1 hour/level, which while generous, still can't compare to the unlimited-duration Life Link.
    Shield Other has a range of 25ft. +5 per 2 levels, Life Link has a Medium Range of 100ft. +10/level.

    In case of Emergency (i.e. YOU are about to die), any/all Life Link(s) can be ended with one Immediate action. Shield Other requires a Standard action to end, and each must be ended separately.

    Finally, you may only have as many Life Links active as you have levels of Oracle. The only quantity limits on Shield Other are how many level 2 spell slots you have.


    Final verdict: Shield Other (if/when you get it) should go on the Squishier characters, Life Link for everyone else, and possibly Life Link for the Squishies as well.


    Stat Arrangement
    The Oradin is only slightly MAD, it wants/needs 3 Stats to function: CON, CHA, and either STR or DEX.
    CON, since you are basically an 'HP Battery' you want as much HP as possible. Favored Class Bonus will usually be +1 HP for this reason (although a variety of races can apply Favored Bonus to better Lay on Hands healing).
    CHA is useful for your Oracle and Paladin spellcasting, gives you more uses of Channel Energy from Oracle, and more uses of Lay on Hands from Paladin. It also adds to all of your Saving Throws thanks to Divine Grace.
    STR and/or DEX will be important for whatever else you want your character to do. STR+Heavy Armor for a Front-Line warrior, or DEX for Ranged fighting.
    INT is always handy if you can spare the points.
    WIS is your dump stat. Both Oracle and Paladin have good Will Saves, and Paladin adds your CHA to your Will save as well.

    Sample 'no race' 15 Point-Buy:
    STR 16 (switch or split with DEX as desired)
    DEX 10 (assuming Heavy Armor)
    CON 14
    INT 9
    WIS 7
    CHA 14
    Obviously, any Race with a bonus to CON/CHA is preferred.

    Low CHA
    Low/No CHA options will be highlighted in Green
    Spoiler
    Show
    While the High/Good CHA approach is preferred, it is possible to make a functional Low-CHA Oradin build. In this case you'll probably have a WIS-based class as your Caster half.
    Oracles: The Life Link ability is not dependent on CHA, and you'd only want/need enough CHA to cast your Oracle Spells, which will usually only be 1st or 2nd spells, so 12 CHA is enough.

    It's also possible to go without Oracle altogether, although you would then need to be able to cast Shield Other. Other Classes with access to the spell are Cleric and Inquisitor. There are ways to add Shield Other to other classes spell lists. These options will be explored more in the Alternate Class options section.
    Paladins: There are a variety of archetypes that trade out the heavier CHA features, like Divine Grace, Spellcasting, etc... for other useful abilities.



    Sample Builds
    Spoiler: 'Typical' Oradin, Level 10
    Show

    Half-Elf (trade 'Skill Focus' for '+2 Will Save'
    Stats (assume 15 points, scale up if needed)
    STR 16 (14+2 race)
    DEX 12
    CON 14
    INT 12
    WIS 7
    CHA 16 (14+2 leveling)

    Oracle 4 (no archetype)
    Curse: Wolfscarred Face
    Revelations: Life Link (4 links), Channel (4 uses, 4d6)
    Elf Favored bonus can be used for HP/SP/+up to 4 Orisons/+1 1st level spell.

    Paladin 6 (Hospitaler)
    Notable abilities:
    Elf Favored bonus x6 for +3 to Lay on hands.
    Lay on Hands (8 uses, 6d6+15 self, or 6d6+3 others)
    Channeling (6 uses, 4d6)

    Notable Equipment:
    A good 2-handed weapon
    A good set of Heavy Armor
    Boots of the Earth (spend a Move action, gain Fast Heal 1 until you move. FREE HEALING ALL DAY FOREVER!)
    Bracers of the Merciful Knight (+2/day Lay on Hands, +2d6 to Lay on Hands)
    A few Meditation Crystals (for saving/converting Channels into Lay on Hands uses)
    Phylactery of Positive Channeling (all Channeling gets +2d6)

    Notable feats:
    Fey Foundling
    Power Attack
    Toughness
    Greater Mercy


    Spoiler: Inquisitor + Vitalist, Level 10
    Show

    COMING SOON!!!*
    Basics:
    Dwarf as Race for +CON, +WIS, and Inquisitor Favored Bonus
    Vitalist 1/Inquisitor 9
    Fast Healing 5 during combat
    Righteous Healing feat gives Cure spells an extra +4 hp when in combat

    *"soon" not available in your area


    Spoiler: Super-Mega-Ultra-Low-Level-Investment-Option
    Show

    Oracle 1, Life Mystery
    Take Life Link Revelation
    Buy Boots of the Earth
    Free unlimited healing for everyone ever!

    You only get one active Life Link at a time, so just switch it around as you top people off.

    *Note: above 'build' is not very helpful _during_ combat*
    Last edited by grarrrg; 2015-08-02 at 01:47 PM.
    [retired]

    Horribly out of date guide goes here:
    Oradin Guide

  2. - Top - End - #2
    Troll in the Playground
     
    OrcBarbarianGuy

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Race Options
    Main Seven:
    Dwarves, +2 Con, +2 Wis, -2 Cha: The CON is nice, but the CHA really hurts. Overall a sub-par choice. Becomes much better if you take Low CHA options (obviously).
    Elves, +2 Dex, -2 Con, +2 Int: Mediocre stats, still better than Dwarf for a 'normal' Oradin though. Has great Favored Class bonus options for both Paladin and Oracle: +1/2 HP healed with Lay on Hands, or +1/6 towards an Oracle Revelation. The stats are still pretty bad though, much better off going Half-Elf, then you can put the +2 where you want AND still take the Elf Favored options!
    Gnome, -2 Str, +2 Con, +2 Cha: Solid stats, and same Paladin Favored option as Elves make this one of the best options. Oracle favored bonus is +1/2 level towards Oracle Curse, may or may not be worth it depending on just how many levels of Oracle you plan on ending with. Vivacious is also handy alt-racial trait that boosts your healing.
    Half-Elves, +2 Any: The only race to get 2 Favored Classes, the Skilled feat can be kept, or traded for the Weapon Prof. of your choice, or +2 Will saves. As a "Half" Race, can select from either the Elf Favored options, the Human Favored options, or their own. Select a stat + decent Racials + lots of Favored options = SWEET!
    Halfling, -2 Str, +2 Dex, +2 Cha: Good choice for a Ranged Oradin due to the STR/DEX mods, and the small size boosts your accuracy and AC. Also has the +1/2 HP to Lay on Hands Favored ability, and the +1/2 level towards Curse.
    Half-Orc, +2 Any: Decent choice. The main draw here over going Human is the Orc Ferocity trait acting as a safety net. Can be bumped up to 'monster' Ferocity by way of a Feat. Despite being a "Half" Race, it doesn't really get much for options, as Orcs do not have options for Paladin or Oracle. Human>Paladin for Energy Resist, or Oracle for the extra Spells known are the best choices here.
    Human, +2 Any: Always a solid choice. The stat goes where you want it, the extra Skill point helps if you dumped INT, and the Bonus feat is sweet. Paladin favored bonus can be useful, Oracle is very nice if going Oracle heavy.

    Other Races: (only noteworthy ones, I'll probably miss a nice ability, please point it out in the most obnoxious way possible)
    Aasimar, +2 Wis, +2 Cha: The base Aasimar is fairly average, offering Energy Resist 5 to Acid/Cold/Electricity. But if you are allowed access to Variant Heritage, they can get much better, getting either CON/CHA, STR/CHA, or DEX/CHA. And there are some decent bonuses in the Variant Ability table as well. Oracle Favored bonus of +1/6 level towards a Revelation.
    Duergar +2 Con, +2 Wis, -4 Cha, definitely NOT for Cha-based builds. But having Immunity to Paralysis and Poison, as well as a +2 racial bonus on ALL Saves makes them fairly tough. The 1/day each Enlarge Person and Invisibility are just icing on the Cake. Great for Inquisitor/Cleric based builds.
    Gillmen, +2 Con, -2 Wis, +2 Cha: Great stats, but not much in the way of Racials other than Swim Speed. Water Dependent hurts (seriously, as in DEATH). There are Alt-Racials to get rid of Water Dependent, but you either gain Vulnerability to Fire (bad), or lose the Swim Speed (which is the best trait anyway). If it's an Aquatic Campaign, sure. If not, SKIP IT!
    Ifrit, +2 Dex, -2 Wis, +2 Cha: Good stats, Fire Resist 5 is always nice, can take an Alt-Race traits for 1/day Enlarge Person, and/or healing when taking Fire damage (limited). Oracle Favored bonus of +1/6 level towards a Revelation.
    Merfolk: +2 Dex, +2 Con, +2 Cha: Excellent stats, +2 Natural Armor, and Immune to being Tripped. But has _5_ft. land speed with 50ft. swim speed. HIGHLY recommend taking the Strong Tail Alt-Racial for 15ft. land/30ft. swim.
    Samsaran, -2 Con, +2 Int, +2 Wis, The Con penalty hurts, but the Mystic Past Life alt-Racial Trait lets you fudge your spell lists some. The Wis bonus makes it a slightly better choice for a Low-Cha build.
    Suli, +2 Str, -2 Int, +2 Cha: Solid stats, Energy Resist 5 to Acid/Cold/Electricity/Fire.
    Svirfneblin, -2 Str, +2 Dex, +2 Wis, -4 Cha: Hahahahaha. No.
    Tengu +2 Dex, -2 Con, +2 Wis, despite the Con penalty, they make a solid choice for Inquisitor based-builds, the Sword Training trait helps make up for the lack of Martial Weapon profs.
    Tiefling, +2 Dex, +2 Int, -2 Cha: Energy Resist 5 to Cold/Electricity/Fire, the CHA Penalty hurts, but the Paladin Favored bonus is SWEET, a FULL +1HP when using Lay on Hands, but only when healing yourself. They also have Variant Heritages/Abilities like Aasimar's do. The best overall Heritage is probably Kyton with +2 CON, -2 WIS, +2 CHA, although there are others with +CHA. Best. Race. Possible. (for Paladin heavy builds)
    Special Note:
    Dhampir = BAD. They are treated as Undead for the purposes of Positive/Negative energy. BUT if you can get your DM to agree that Antipaladin's Touch of Corruption can be used on-self as a Swift (by default it can't), then a Chaotic Evil Dhampir could work as an Anti-Oradin.

    Spoiler: Psionic Section!
    Show
    The only standouts here are Half-Giant for the beatdowns, and Duergar for outright replacing Dwarf.

    Dromite -2 STR, +2 DEX, +2 CHA, Small, +1 Natural Armor, and 5 Energy Resist of your choice. They also have the Scent ability.
    Duergar +2 CON, +2 WIS, -2 CHA, basically a Dwarf. They even count as Dwarves for anything racial. Has 1/day use of Expansion power.
    Elan +2 Any, gives a few additional options for using your Power Points.
    Half-Giant +2 STR, -2 DEX, +2 WIS, now we're talking! Powerful Build and a STR bonus! Bring on the smashies! Other than that, nothing really worth mentioning.
    Maenad +2 Any, can spend a Power Point every round to enter a 'mini-rage' (mechanically more similar to Alchemist Mutagen than Rage, but...), and the option to take Barbarian levels even if Lawful. Nice, but nothing great.
    Ophiduan +2 DEX, +2 WIS, -2 CHA, for 1 minute/day they can gain a high damage Bite attack (1d8 at first, +1d8 every additional 5 levels!), use is greatly limited due to poor duration.
    Xeph -2 STR, +2 DEX, +2 CHA, +1 to All Saves vs Powers/Spells/Spell-Likes, 3/day they can gain a large boost to Movement speed.
    Blue -2 STR, +2 DEX, +2 INT, Small. Blues really don't have much of anything to offer, but I listed 7 out of 8 Psionic Races, so I figured I should throw them in for sake of completeness.


    Class Options
    The Paladin
    Bare minimum of Paladin levels: 2
    2 levels of Paladin gets you +1d6 Lay on Hands useable CHA + 1/2 your Paladin Level per day.

    Recommended levels: 4+
    4 levels of Paladin gives you a Mercy, the option to use Lay on Hands to Channel Energy, various Immunities, and also begins your Paladin spellcasting (although Channel Energy is not gained until level 4, it still uses your Full Paladin level to determine how powerful it is).

    The majority of your Oradin levels should probably be in Paladin. The primary reason for this is that Lay on Hands scales exponentially; every 2 levels of Paladin increases the healing by +1d6, and gives you +1/day uses.

    Good Archetypes:
    Hospitaler loses some uses of Smite Evil, but gains a dedicated Channel Energy pool with 3+CHA uses/day. Note: unlike Normal Paladin Channeling, Hospitaler has a -3 effective level penalty for its Channeling, still very worth it for the separate pool though. This frees up Lay on Hands for Self-use, and for Mercy/Status healing.
    Sacred Servant trades some uses of Smite Evil, but picks up a Domain (powers scale at level-3). Also forms a Divine Bond with Holy Symbol for Extra Lay on Hands uses, and/or +1d6 to Channel Energy (amongst other possibilities).
    Warrior of the Holy Light loses all spellcasting, but gains extra uses of Lay on Hands. Can spend Lay on Hands to create various beneficial Auras/bursts, including healing 1d4 points of Ability Damage.

    Archetypes with Potential:
    Divine Hunter is decent if going the Ranged attack route. The main ability to take note of is trading your 6th level Mercy for the ability to use Lay on Hands at range.
    Holy Tactician doesn't lose any of the 'important' features, but trades Smite for 'group Smite', also loses more of the Auras and Immunities, in exchange, at 3rd you can grant all Allies within 30ft. the use of a Teamwork feat (Unlimited Duration), and at 8th you can spend a Move action to give everyone else a free 5ft. step.
    Sacred Shield trades Smite Evil for the ability to project an Aura that protects allies from 1/2 damage for the chosen Evil target, the Paladin still takes full damage, but gets an AC bonus. BUT it also trades away Channel Energy for the ability to share your full Shield AC with nearby allies.
    Stonelord, Dwarf-Only (note: this archetype trades away the majority of Paladin's CHA-dependent features for non-CHA-dependant features). Lose Divine Grace, but gain 1/2 DR/Adamantine per level. Channel Energy becomes strictly Earth-Elemental Channeling, lose almost all of your Mercies, and lose all spellcasting, in exchange you gain a chance to ignore Critical/Sneak damage taken, and gain a Defensive Stance as per the Stalwart Defender PrC. Normally Defensive Stances are less than stellar, but an Oradin is one of the few classes where they can be useful. Still maintains Full Lay on Hands.

    Poor/Bad Archetypes:
    Oath of Charity: your Lay on Hands is only 50% effective on yourself, but 150% effective on others. Since you are mainly using it on yourself, this is bad.

    Other Archetypes:
    If the archetype loses Lay on Hands and/or Channel Energy, and doesn't give a suitable replacement, then skip it.
    All other archetypes do not significantly alter relevant abilities. You are free to use them at your discretion.


    The Oracle
    Bare minimum of Oracle levels: 1
    1 level of Oracle gets you Life Link on 1 ally, or 1+CHA/Day Channel Energy (1d6). Can take the Extra Revelation feat for both, but you should REALLY just take...

    Recommended levels: 3+
    3 levels of Oracle, Can have both Channel Energy (2d6) and Life Link on up to 3 allies. More Oracle can be taken if more Life Links are needed/desired. Level 4 is highly recommended as it nets you some level 2 spells (and it's the last level before another Bab drop)
    Quick Note, the Hellknight Signifier PrC will stack with Oracle for all Mystery related effects. In this case, more Life Links, and better Channel Dice.
    Curses: Note, Curses scale at 1/2 rate for every non-Oracle level you take, due to the low amount of Oracle in the build it is doubtful the 15th level bonus will be reached, so it will not be factored into the ranking. Any Curse not listed is assumed to be 'neutral', doesn't really help or hurt.
    Potential Curses:
    -Clouded Vision, limits your sight range, gives Darkvision and Blindsense.
    -Deaf, you cannot hear, but all spells count as Silent-ed, and gain bonuses on non-hearing Perception.
    -Lame, your land speed is permanently reduced, but you become Immune to Fatigue, and cannot have your land speed reduced further (i.e. heavy load/armor).
    -Wolfscarred face, gain a Bite attack but all your Verbal spells have a 20% chance of Failure (you do NOT lose the slot, you merely waste your action). This 20% chance of failure also applies to Paladin spellcasting. Since your in-combat actions are likely to be Fighting and Channeling Energy, this is fairly moot.
    Bad Curses:
    -Blackened, -4 on To-Hit rolls is bad, and gaining Spells Known has issues (see Haunted below). Gets slightly better for Natural Attack builds.
    -Consumed, VERY bad, you take extra (non-lethal) damage on every hit, and the level 5 bonus is partially worthless when paired with your Paladin Immunities.
    -Haunted, you mainly get more Spells Known, but you'll likely get the Spells added to your list before you can even cast spells of that level (if ever).
    -Wasting, the Immunities you gain are largely covered by the Paladin side already. Gains potential if Paladin archetype trades them away.
    -Wrecker, any weapon you hold is treated as Broken (-2 To-Hit and Damage), bonuses mainly only affect Objects/Constructs.

    Good Archetypes:
    Pei Zin Oracle gives Lay on Hands > Single Class Oradin.

    Archetypes with Potential:
    Dual-Cursed, you must choose 2 Curses (one of them never improves), and get an extra Revelation at level 5. Recommended for Larger Parties (where you're going to want more Life Links). A good pairing is Deaf and Wolfscarred, as the Silent Spells from Deaf negates the penalty from Wolfscarred (again, both of these apply to Paladin spellcasting as well).
    Planar Oracle, pre-assigned level 3 Revelation, but it's a decent one, it gives Energy Resist 10 for the energy of your choice. Throw on the Extra Revelation feat and you're good to go.
    Spirit Guide Loses Revelations at 3, 7, and 15, which is pretty harsh, BUT it opens up a LOT of options (if you are willing to take the Extra Revelations feat). You can either go Life Mystery and add cherry pick the Spirit abilities/bonus spells of your choice (change each day!). OR you can choose a Non-Life Mystery, and get 'the essentials' from the Life Spirit (Life Link, Channling).

    Poor/Bad Archetypes:
    Quick note: Some of these become better if you are willing to spend a feat on Extra Revelation and/or are going to be taking 7+ levels of Oracle.
    Black-Blood Oracle, functions more as a Curse than a true archetype. You must take the Black-Blood Curse which treats you as Undead for Channel Energy. This could be a solid choice for Antipaladins if your DM rules Touch of Corruption can be used on Self as a Swift (by RAW it cannot).
    Community Guardian, Halfling-Only, preassigned level 1 and 3 Revelations.
    Possessed, must take Haunted or Tongues as your Curse. preassigned 1st level Revelation.
    Purifier, Aasimar-Only, preassigned 3rd level Revelation.
    Reincarnated, Samsaran-Only, must take Haunted or Tongues Curse, semi-preassigned 1st and 3rd level Revelations.
    Seeker, you lose your 3rd level Revelation.
    Seer, preassigned level 1 and 3 Revelations
    Stargazer, preassigned level 1 Revelation.
    Other Archetypes:
    Any not listed above are assumed to be 'neutral', doesn't really help or hurt.

    Variant Multiclassing Options
    Unchained allows Variant Multiclassing, whereby you sacrifice half of your Feats in order to gain Class features of another class.
    Spoiler: Variant possibilities
    Show
    Paladin+ VMC Oracle
    What do you get?
    Curse at 1st level that advances at 1/2 rate, at level 11 you get a +5 effective level. So your 5th-level-Curse upgrade will come at level 10, and your 10th-level-Curse upgrade will come at 11, eventually reaching 15-level Curse upgrade at level 20.
    You get one Revelation at 3rd level, from a list (all of Life Mystery except Combat Healer is available), treating your effective Oracle level as -6 (min. 1), and you can NOT take Extra Revelation Feat. Choose VERY carefully. You get a 2nd Revelation at 15, and a 3rd at 19.
    This means that you are limited to ONE active Life Link until level 8. If you take Channeling, it will be -3d6 behind an equivalent level character.
    You also get _1_ Orison at level 7. Glorious Heat + Spark Orison would be more tempting if you weren't feat starved from being VMC.
    Verdict: Most of the "good stuff" doesn't really come online until level 10+, either due to slow Curse scaling, the massive "-6 level" penalty on Revelation usefulness, or the near utter lack of Revelations. While you do get _1_ Life Link at level 3, I would NOT recommended for play under level 10, just do a normal Multi-class instead.

    Oracle + Paladin VMC
    What do you get?
    Must follow The Code at 1st level
    Detect Evil at 3rd
    Lay on Hands at 7th, at effective level -4, 1/2 your character level of times per day. So an 8th level Oracle would count as a 4th level Paladin (2d6), with 4/day uses.
    Smite Evil at 11th, 1/day, effective level -4
    One Mercy at 15th level (must choose from 3rd level mercies)
    Divine Bond at 19th, effective level -3
    Verdict: Overall poor. Much better than Paladin+VMC-Oracle at low levels, as you have full Revelations and can just use Cure spells on yourself. But it's not all that impressive at higher levels. Most of the bonuses are quite weak for when you get them, and while some can be improved by feats (Extra Lay on Hands, Extra Mercy), you don't really have feats to be throwing at them. Would definitely recommend getting Braces of the Merciful Knight and some Meditation Crystals ASAP to make up for the pitiful #/day on Lay on Hands.

    Other Options:
    Adding VMC Cavalier
    Low levels gets 1/day Challenge, and a 2nd level Order ability
    High levels gets (Greater) Tactician and the 8th level Order ability
    The most interesting option here is Order of the Star, you get to add half of your Cavalier level to your Paladin/Cleric level for determining the effects of Lay on Hands and Channeling (should work for Oracle Channeling as well, as Channeling works by "Effective Cleric Level").

    Adding VMC Cleric
    Low levels gets a 1st level Domain Power, and Channeling as Cleric -6 levels, Limited Spontaneous Cure/Inflict casting
    High levels gets the other Domain Power, and Channeling improves to Cleric -2 levels
    Getting a 2nd (or 3rd) Channeling pool has it's benefits, and some Domain powers can be quite nice (Healing Domain auto-Empowering all Cure spells for free is nice)

    Adding VMC Fighter
    Low levels grant Bravery, Armor Training 1
    High levels grant Armor Training 2 and Weapon Training 1 & 2
    Weapon Training winds up better than just spending feats on 'Weapon Focus'-like feats, Armor Training is handy if you didn't pick the Lame Curse

    Adding VMC Sorcerer
    Compared to the Eldritch Heritage line of feats VMC Sorcerer is slightly slower (only the 3rd level power comes sooner by way of VMC), but saves you a feat (no need for Skill Focus).


    Alternate Base classes:
    Some main abilities to look for: Sharing HP, Ranged Healing, Quick Healing, and Self Healing.
    Replacing the Oracle component:
    Oracle is the only way to get the Life Link ability, but Shield Other is also on the Cleric and Inquisitor lists, and can be easily added to the other Divine lists (mainly Druid/Shaman) by way of the Samsaran race (which is a decent race otherwise).

    Cleric is a good overall choice due to Spontaneous Cures, and Channel Energy

    Shaman(while the Casting is WIS based, most of the side abilities depend on CHA) (note: pre-errata Shaman Life Link was horrible, post-errata 'upgraded' it to work the same as Oracle Life Link) Life Spirit grants Life Link, and gets a Channeling pool. Also has the ability to cast Cure spells or Channel as a Swift action CHA/day times. Generally not as good as Oracle due to needing 2 stats for optimum functionality, but a solid replacement nonetheless.

    Witches, while having access to many "healing"-type spells make poor choices, as they do not have easy access to Shield Other. They make good replacements for "traditional" healers though, as their two Healing Hexes are fair replacements for Channeling (though MUCH more limited), and they can Spontaneously cast Cure spells by way of the Hedge Witch archetype.

    Replacing the Paladin component:
    Warpriest is probably the best all around Paladin replacement class, as they have a reliable Lay on hands replacement. They can also be of any alignment, are competent in Melee, and have up to 6th level spells. You do lose out on most of the other Paladin goodies though (Smite, CHA all saves, etc...).
    The Healing Blessing is great for downtime healing, adding free Empower to your Cure spells, or Fast Healing 3 for 10 rounds.
    Makes a decent Single-class Oradin replacement, or pair with Vitalist.

    Inquisitors can gain Fast Healing X through their Judgment ability equal to 1+1/3 of their Inquisitor levels. This also makes Inquisitors a Single-Class 'Oradin' option (through it will have much weaker healing).
    Dwarves make great Inquisitoracles, they have a Favored Bonus of +1/2 Inquisitor level for purposes of one Judgment effect. So a Dwarf Inquisitor could have Fast Healing 1+1/2 Inquisitor levels.
    If you do take levels of Oracle, don't be concerned about having good Cha, as you'll only need as much as necessary to cast whatever level Oracle spells you have. Recommend skipping Channel Energy Revelation and taking something else.
    Also, you could just go straight Inquisitor and forget all about CHA.

    Alchemists can take the Spontaneous Healing and Healing Touch discoveries for limited healing. Spontaneous Healing gives you 5HP per 2 levels per day that you can use to heal yourself with as a Free Action. Healing Touch increases this to 5HP per level per day, and you can heal others as a Standard action. Alchemists also have all Cure spells on their Spell Formula List. You can also pick up a Familiar by way of Discovery (see the Familiar section at bottom of this post). The Chirurgeon archetype is recommended.

    Another option would be Straight Oracle, grabbing the Energy Body revelation as soon as feasible. It costs a Standard action to start, but every round as a Move action you can heal yourself for 1d6+Oracle level, and Allies can pass through your space to gain this healing as well. Sadly, it only lasts for a number of Rounds equal to your Oracle level.

    Other Classes:
    Note: The Oradin is perfectly functional without needing to multi-class further. That being said...
    Cavalier with Order of the Shield for 2 levels lets you convert 1 damage of every hit into Nonlethal damage (it does scale with more levels, must be wearing Heavy Armor). With the way Magical Healing interacts with Nonlethal damage, this is basically DR/-.

    Fighter with the Unbreakable archetype for 1 level trades your normal Bonus Feat for Endurance and Diehard. While the feats are 'meh' on their own, they are pre-reqs for other feats, some of which can be handy.

    Skald As-is nothing too helpful. It does get 6th level CHA-based arcane casting from the Bard list, so most of the Cure spells are there. The real draw is when you add the Skald's Vigor > Greater Skald's Vigor feats. The basic version gives you Fast Healing equal to the STR bonus (yes Bonus, NOT Mod) of your Song while your maintain it. The Greater version lets you share it with everyone. If you can find a way to get Amplified Rage to work (not 100% RAW legal, but RAI has potential) it can boost the Fast Healing by +4.

    Spoiler: Dreamscarred Press Section!
    Show
    The VITALADIN!
    Vitalist/Collective is a viable replacement for the Oracle/Life Link component
    The Collective ability is like an inverted Life Link. You form bonds with members of a group, but instead of sending all the damage to you, you send out the healing to everyone else.
    An additional bonus is that if _anyone_ in the group is healed, you can STILL redirect the healing to others.

    Note on the Collective ability: You can only have as many members (besides yourself) equal to 1/2 your Vitalist level, OR your WIS score, whichever is higher (and levels/WIS don't "stack" for extra members either).
    So you generally either need a good number of Vitalist levels (6+), or a good WIS to go along with your CHA (which is why this is a Green option.
    On the other hand, if you have a decent WIS score to begin with, and can afford a WIS (or all mental) boosting item, then you can get away with a mere 1 level of Vitalist!

    The Transfer Wounds ability can also be handy (more-so after a battle). As a Standard Action you can touch someone, they are healed for 1d6 and you take an equal amount of nonlethal damage. Given that magical healing 'works double' for nonlethal damage, this can be a nice little bonus.

    (quote with some edits added)
    Quote Originally Posted by Axinian View Post
    The Vitaladin in short:
    PROS:
    -Swift Action healing of anybody with Lay on Hands, with Fey Foundling bonus
    -If someone else heals, you can take that healing for yourself
    -Can share psionic buffs with people
    -Access to psionic feats
    -Don't need to take a curse
    -Potentially less need to have high levels in the secondary class (Vitalist)

    CONS:
    -Vitalist only has a d6 hit die, and 1/2 Bab
    -Increase in MAD
    -Most psionic healing powers use flat numbers instead of dice, so no Fey Foundling for them
    -Potentially greater need to have high levels in the secondary class (Vitalist)
    (quote with some edits)
    Quote Originally Posted by Xerlith View Post
    Battle Templar PrC:
    - progresses Channel Energy, Lay on Hands, and Oracle Curse
    - has resourceless healing (Martial Healing - when initiating a strike it grants a rider effect that allows spending a swift action to heal 1d4/maneuver level+class level. To himself or an ally in close range).
    - may cast benevolent spells as a move action (as long as he uses a strike in the same round) on himself.
    - The capstone is basically free action healing (10hp/spell level expended, all allies in a 60ft radius).

    It also allows for an Oradin without Oracle or Paladin. Because a Warder1/Cleric4 works wonders (it needs those higher-level slots to power the abilities) with this class.
    Then again, Paladin2/Oracle4 entering through Martial Training has an Initiator Level advantage.

    There's the Martial Power feat that grants you +2 temp HP for a -1 to attack (+3 if using a shield) per 3 points of BAB. It's basically a free HP pool to power the Life Link feed.

    A 6th level Silver Crane stance gives you fast healing 5.

    I'd argue that a Silver Crane/Iron Tortoise Oracle4/Warder16 would make a better Oradin than the actual Oradin.
    The healing strikes are ridiculously potent - a 6th level Strike that deals an additional 12d6 damage and heals the initiator for 60hp? Yes, please.


    Prestige Options:
    Note: The Oradin is perfectly functional without needing to multi-class further. That being said...
    Holy Vindicator is by far the best PrC option. It has d10HD, Full Bab, 7/10 Divine casting, AND stacks for Channel Energy power. It can be entered as an Oracle 3/Paladin 4, apply the Casting to the Oracle levels, and the Channel boost to the Paladin levels (strongly recommend Hospitaler for the separate Paladin Channel pool). You will lose Lay on Hands uses/power, but you make up for it with greatly increased Casting ability. And starting at 3rd, any Self-Targeted Cure spells are treated as if Empowered.

    (remaining PrC's are in alphabetical order)
    Divine Scion has full spellcasting and gains Domain Specialization at 3rd level, you pick a Domain (ANY domain, does NOT have to be one you have), and anytime you cast a Spell from that Domain's spell you heal HP equal to the spells levelx2. This can be handy for the more Caster focused Oradins, but choose your Domain VERY carefully.

    Evangelist at first glance is nothing special. But starting at 2nd level it stacks _completely_ with any of your other classes (you must pick one class, and you cannot 'switch'). You still get the 'basics' from Evangelist though (3/4 Bab, 6 Skills/level, d8HD, Good Ref Save). It doesn't provide a whole lot of bonuses on its own, but the "stacks with anything" combined with the 6 Skills/level means you could make a Skill-Monkey Oradin if you are so inclined.

    Hellknight Signifier is similar to Holy Vindicator in that you gain increased Casting and Channel Energy (but it can only stack for Oracle, not Paladin Channeling). It also stacks for the number of active Life Links you can have. The problem is that you need 3rd level spells to qualify, which either means 6+ levels of Oracle, or 10+ of Paladin. It is more Casting focused than Holy Vindicator.
    NOTE: attempting to stack Holy Vindicator with Hellknight Signifier is...not optimal. Vindicator is easier to qualify for, but requires the Alignment Channel feat (or Elemental Channel). The first level of Signifier will give you Alignment Channel as a bonus feat, but you need 3rd level spells to qualify. 3rd level spells are easier to get if you *sigh* take levels in Holy Vindicator.
    That being said, Signifier is still nice to finish out a Vindicator build: Oracle 3/Paladin 4/Holy Vindicator 10/Hellknight Signifier 3.

    Inheritor's Crusader can double the radius of your Aura of Courage, but the casting must go towards Paladin. Skip it.

    Surprisingly, the normally sub-par (i.e. HORRENDOUS) Stalwart Defender becomes a decent option. d12HD, DR/-. Some Defensive Stance powers are quite nice as well, more DR, making AoO's to stop opponent's movement, Intercept lets you take an attack aimed at an ally, etc... Paladin is still probably better overall, but it is an option.

    Spoiler: Special Familiar Bonus Section!
    Show
    (most pointed out by Castilonium)
    Quick facts: Familiar Bab/Saves/Skills/HP are always based on their master's Character level/stats > Familiars always have Max-HP equal to half of their Master's Max-HP. Familiar's Special Abilities are based on their master's "effective Wizard level". So even if you have a low 'wizard level', your Familiar will still have 1/2 of your max HP, and all of your Bab.

    There is one archetype for Familiars that stands out. The Protector archetype gets Bodyguard and Combat Reflexes as bonus feats right away, these combine to let your Familiar Aid Another to boost AC as an AoO multiple times per round.
    At Familiar-level 5 when you are touching your Familiar you can redirect damage as if under Shield Other, and the damage-redirect is optional. On it's own this can effectively increase your HP by half, and improves the efficiency of any Channeling you do.
    At Familiar level 11 it gains In Harm's Way as a bonus feat will let your Familiar take a hit instead of you.

    On it's own the Protector archetype can make for a fairly useful "HP-storage unit" for an Oradin.
    There are a variety of ways to get a Familiar: Dipping a class that gains one, taking an Archetype that grants one, taking Skill Focus>Eldritch Heritage for the Arcane Bloodline, Iron Will+Familiar Bond feat, or VMC-[various].
    Of the options to gain a Familiar there are two worth noting:
    Chosen One Paladin is a generally-solid archetype for Paladins, a few abilities are delayed-but-not-weakened (> you get Smite Evil at 2nd and Divine Grace at 4th, but both are at full power). The only outright loss is Divine Bond. But this is NOT a recommended way to get a Familiar because the granted one automatically has the Emissary-Familiar archetype which is not compatible with the Protector archetype.

    Get a Tumor Familiar (either 2 levels of Alchemist, or Aberrant Bloodline+Aberrant Tumor feat). Your Tumor can optionally 'attach' itself to you, when attached it gains Fast Healing 5. Combine this with the Protector archetype and you can upgrade your "HP-Storage unit" into an "HP-Generator".
    You can shift half of your incoming Life Link damage to your attached Tumor, and have it promptly heal itself for 5 points. Now THAT'S a combo!

    Lastly, the Spirit's Gift feat can give your Familiar the Shaman's Spirit Animal ability of your choice, of which Fast Healing 1 is a potential bonus.
    Last edited by grarrrg; 2018-03-24 at 10:08 PM.
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    OrcBarbarianGuy

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Feats:
    There are LOTS of feats that can benefit an Oradin, but I'd only consider 1 of them truly mandatory, the rest are up to you.
    Fey Foundling MUST HAVE if allowed. Must be taken at 1st level, no other reqs. Whenever you gain Magical Healing, you get an extra +2 HP per die rolled. You gain a small vulnerability to Cold Iron though (only +1 damage taken).
    Also, a couple of these have Endurance and Die Hard are pre-reqs, these feats can be quickly gotten with a 1 level dip in Unbreakable Fighter. These feats will also be marked with a (D/E).

    Channeling
    Alignment/Elemental Channel, poor choices on their own, but necessary to enter the Holy Vindicator PrC.
    Channeled Blessing for Warpriests only. You may grant a Blessing to One target instead of healing them normally. Handy in combat if someone hasn't taken damage yet.
    Channel Smite useful if fighting Undead.
    Channeled Shield Wall, must have 3d6 Channel, can spend a use of Channel as a Swift action to give yourself and adjacent allies with Shields +2 to AC for Level/minutes.
    Extra Channel can Channel +2/day (most likely apply to Paladin).
    Quick Channel spend 2 uses of Channel to Channel as a Move Action. Extra bonus if your DM let's you pair up Oracle and Paladin Channeling (use the weaker one to use the stronger one faster).
    Reactive Healing If you would be dropped to 0 or fewer HP, you can use Channel or Lay on Hands as an Immediate Action to heal yourself (and only yourself).
    Selective Channeling exclude targets from your Channel Energy. Very handy if you Channel in combat often.

    Beacon of Hope, must worship Milani, those affected by Channeling gain a +2 Morale bonus to Saves, Attack rolls, Ability/Skill checks for CHA=Rounds. Milani is CG so this is not for 'typical' Oradin builds.
    Bestow Hope, must worship Sarenrae, when Channeling reduce the 'fear level' of those effected by 1 step (i.e. Frightened becomes Shaken).
    Channel Endurance, must worship Gozreh, 1/day grant those healed by Channeling the effects of Endure Elements for 24 hours. Gozreh is TN, so this is not for 'typical' Oradin builds.
    Clarifying Channel, must worship Shelyn, Channeling beneficiaries under certain effects gain an extra save to end them.
    Divine Barrier, must worship Apsu, as an Immediate action, spend a use of Channel to half/negate area effect elemental damage.
    Liberation Channel, must worship Cayden Cailean, all affected by Channeling gain Freedom of Movement. Cayden Cailean is CG, so this is not for 'typical' Oradin builds.
    Protective Channel, must worship Iomedae, all healed by Channeling gain Protection from Evil. No per-day limit, but you need 7d6 Channeling to qualify.
    Steelskin Channel, must worship Torag, 1/day when Channeling, all affected gain DR 2/- for CHA=Minutes. Decent effect, but you need 7d6 Channeling to qualify.
    Seductive Channel, must worship Calistria, once per day, those healed by your Channeling can heal an extra amount equal to your CHA, but they then take a -2 to Will Saves, but ONLY against YOUR spells/abilities for 24 hours. Calistria is CN, so this is not for 'typical' Oradin builds.


    Lay on Hands
    Believer's Hands gain 1/day use of Lay on Hands, using 1/2 your character level as your Paladin level (if you have Lay on Hands then it's a straight +1/day use). Possibly useful for non-Paladin/Warpriests, but requires a cruddy feat as a pre-req, and you still must be Lawful Good.
    Extra Lay on Hands can Lay on Hands +2/day, in terms of total HP healed, this is strictly worse than Extra Channel. But Lay on Hands can be used as a Swift Action, and/or can use Mercies to cure status effects.
    Extra Mercy gain another Mercy when using Lay on Hands.
    Greater Mercy if the target of your Lay on Hands cannot benefit from any of your Mercies they gain +1d6 healing instead. Very useful on-self.
    Reactive Healing See entry in Channeling.
    Reward of Life whenever you use Lay on Hands to heal someone else, you gain HP equal to your CHA mod.
    Ultimate Mercy spend 10 uses of Lay on Hands to cast Raise Dead.
    Word of Healing spend 2 uses of Lay on Hands to use it at a distance of 30ft. It only heals 1/2 normal, but still applies full Mercies.

    Other Feats
    Bodyguard lets you Aid Another to boost an adjacent Ally's AC as an Attack of Opportunity when they are attacked (requires Combat Reflexes).
    Divine Interference as an Immediate action you can sacrifice a spell slot to make an enemy reroll an attack with a penalty equal to the spell level. Requires Caster level 10 which won't happen for a while though.
    Extra Revelation, not so useful on it's own, as most Life Mystery Revelations need a decent Oracle level to be worth it, main use is to open up Oracle-Archetypes, as many of them force you to take specific Revelations at level 1 and/or 3.
    Fast Healer (D/E) the poor man's Fey Foundling. When you receive healing (rest or magical) you heal extra HP equal to half of your CON mod. The extra healing is NOT per die.
    Ferocious Resolve Must be Half-Orc with Orc Ferocity trait. Gives you the full Ferocity ability. Can be useful in emergencies, should not be relied upon.
    Glorious Heat, only if the "unofficial errata" is NOT used (original printing, and Inner Sea Gods work fine). Otherwise skip it. Requires Caster level 5, every time you cast a Fire spell, the ally of your choice heals HP equal to 1/2 your level. The exploit is using a Cantrip (level 0) Fire spell and healing EVERYONE to full out of combat. The unofficial errata fixes/prevents this. Must worship Sarenrae.
    In Harm's Way (requires Bodyguard feat), when you Aid Another's AC and they would get hit anyway, you can redirect all the damage onto yourself instead as an Immediate Action.
    Protector's Strike Give your Smite AC bonus to another creature, you do not get an AC bonus.
    Resilient Brute Must be Half-Orc (or Orc). 1/day (eventually 2/day) you can convert half the damage from a Critical hit into Nonlethal damage. With the way Magical Healing works, this basically halves the damage, period.
    Righteous Healing, Inquisitors only, Cure spells you cast while using Judgment heal an extra 1+1/3 level HP.
    Shake It Off, Teamwork, gain +1 to All Saves for each adjacent Ally (good choice for Holy Tactician Paladin).
    Shield Wall, Teamwork, must be using a Shield, gain bonus to AC if Ally has a Shield.
    Stalwart (D/E) Can convert the AC bonus from Fighting Defensively (and other AC bonuses) into DR/-.
    To the Last (D/E) when disabled you are not Staggered. Taking Standards deals 1 hp damage, taking a Full Round is 2 hp damage.
    Toughness You are an HP Battery. This gives HP. 'nuff said.
    Unsanctioned Knowledge add off-list spells to your Paladin Spell List.


    Traits:
    Campaign Traits
    Finding Haleen The class you take at first level is always a Favored Class for you, and every level in that class gives you +1 HP AND +1 Skill point. This lets you Favor both Paladin and Oracle AND gives you an extra bonus to boot.
    Rescued +2 bonus when casting Cure spells.
    Faith Traits
    Blessed Touch +1 healed when using Lay on Hands/Channeling/Cure spells
    Exalted of the Society +1/day use of Channel Energy
    Faithful Feedback Healing Subschool spells heal +1 HP if used on someone of the same religion. It's a weak option, Blessed Touch is almost straight up better.

    Magic
    Magical Knack +2 to caster level up to your HD. Since you'll likely be multi-class 2 casting classes, this may be handy.
    Sun-Blessed If you would be healed over your maximum HP, you gain the extra as Temporary HP for 1 minute (limited to Character level extra per day). Potentially useful, as you don't have to worry about "wasting" healing in combat situations.

    Mythic
    I've not delved into Mythic much, but Rylar had some suggestions, and so I poked around the Hierophant some:
    Hierophant path
    Notable abilities:
    Contingent Channel Expend a use of Mythic Power and a use a Channel, and set the terms of the Contingency. The Channel will go off when the terms are met.
    (various) Channel There are a variety of other potentially useful abilities that involve Channeling.
    Faith's Reach All Divine Touch spells are now Ranged Touch spells (30ft.)
    Mythic Domain +4 effective level for Domains/Revelations. For most Oradins this means +2d6 Oracle Channeling, and +4 Life Links.
    Overflowing Grace If you heal a creature, and it puts them at max HP they get a +1 Sacred bonus Attack Rolls, Saves, Skill Checks and Ability Checks for 1 minute.
    Divine Potency
    +4 extra 1st level spell slots, taken a 2nd time for +4 extra 2nd level spell slots (3rd for +4 3rd levels slots and so on).
    Life Current When healing (Cure/Channel/Lay on Hands) treat all 1's as 2's. Can be taken multiple times to increase the minimum (2nd time treats all 1's & 2's as 3's, etc...)
    Divine Vessel The capstone ability is pretty sweet. All healing affects you as though Maximized, you gain DR 10/Epic, and if you take 20 or more points of damage in a round you regain a use of Mythic Power. With enough Life Links active, taking 20 damage shouldn't be too hard.

    Equipment
    Standard Equipment
    Ring of Regeneration give Fast Healing 1, but only to damage you take while wearing it. Life Link does deal damage to you, and a Ring of Regeneration will (slowly) heal ALL damage you have taken while wearing it.
    FREE UNLIMITED ALL DAY HEALING FOR EVERYONE EVER
    See Boots of the Earth for the drastically cheaper, overall better version.
    See Pearly White Ioun Stone for the budget option (still worse than the Boots).

    Meditation Crystals (Adventurer's Armory)
    It's a Holy Symbol that basically allows you to convert Channel Energy uses into Lay on Hands uses (1-to-1). 'Charging' it takes a Standard Action (same as Channeling), but getting the Lay on Hands out takes 1 minute of meditation (taking no actions). So obviously not an "in combat" item. Recommend converting any extra Channels at the end of day into the Crystal, and then recharging your Lay on Hands throughout the next day.
    They only hold 1-Charge at a time, but these things are dirt cheap (100gp) anyway, so grab a handful.

    Wondrous Items
    Amulet of Channeled Life (Advanced Race Guide)
    Handy for Dhampirs, it allows them to gain Temporary HP instead of taking damage from Positive Energy.
    (Note: The Pallid Crystal is cheaper, and gives actual healing, but ONLY regarding Cure/Inflict spells)

    Boots of the Earth Spend a Move Action to gain Fast Healing 1 until you move. 5000gp. You can easily keep everyone ever topped off with these.
    Let me rephrase that in giant letters:
    FREE UNLIMITED ALL DAY HEALING FOR EVERYONE EVER
    If these aren't allowed, you next best options are a Pearly White Ioun Stone, or a Ring of Regeneration.

    Bracelet of Mercy (APG or Ult. Equipment)
    Would be worth getting if it wasn't for the Bracers of the Merciful Knight. You get +1/day use of Lay on Hands, and gain the Remove Disease Mercy. If you have the Remove Disease Mercy, then you count as Caster level +4 for Removing Diseases.

    Bracers of the Merciful Knight (Ultimate Equipment)
    Count as +4 levels for the purposes of Lay on Hands. Gain 1/day "Lesser Restoration Mercy". SWEET!

    Crystal of Healing Hands (Ultimate Equipment)
    Skip it. Any Paladin can spend a Lay on Hands to 'store it in the Crystal', then the holder of the Crystal can spend a Standard action to use the healing (and mercies) that were stored. This would only be useful in extreme emergencies, or if you aren't doing your job.

    Headband of Alluring Charisma (Core)
    +CHA, nuff said. GET THIS.

    Insignia of Valor
    Whenever you kill (drop to 0, etc...) an opponent with a Smite attack, you may use Channel Energy as a Swift Action.

    Ornament of Healing Light
    Effectively a Free Action to enable Lay on Hands up to 15ft. away.

    Pallid Chrystal
    Cure/Inflict spells always heal you. Does nothing with other forms of Positive/Negative energy.

    Pearly White Spindle Ioun Stone is the 'budget' version of the Ring of Regeneration. 'Normal' heals 1 HP per 10 minutes, Flawed is 4 HP per hour, Cracked is 1 HP per hour.
    Or at least this WOULD be the budget version, if Boots of the Earth didn't exist. In the case that Boots of the Earth aren't allowed (or are nerfed), Cracked is much too slow, only giving 24 HP per day, and the pricing on Flawed is close enough to a 'normal' that you may as well just pitch in the extra gold for one of those instead. Ring of Regeneration is 100 times more effective than the 'normal' at only 4.5 times the price.

    Phylactery of Positive Channeling (Ultimate Equipment)
    Your Channel Positive Energy ability heals/hurts an extra +2d6 dice. Most Oradin's will have 2 Channeling pools. Quite nice.

    Phylactery of the Shepard (Ultimate Equipment)
    Can cast Status spell 3/day, allows you to use Lay on Hands or Channeling as a Swift action to heal anyone you currently have Status cast on (ends the Status effect).

    Symbol of Luck (Advanced Race Guide)
    Halfling only, Channeling to heal grants those affected a +1 Luck bonus to all Saves for a number of rounds equal to your Channel Dice. Granted, it's a fairly small bonus, but it doesn't really take up any item slots, so it can be worth getting if you're a Halfling.

    Wayfinder (Pathfinder Chronicles, Seekers of Secrets)
    They require Ioun Stones to function. Possible bonuses: +1/day Lay on Hands, +1/day Channel, +2HP per die on Cure spells cast on you.

    Artifacts
    Bloodstones of Arazni (Artifacts and Legends)
    The Heart Bloodstone grant the holder Lay on Hands ability equal to a Paladin of their level. If the bearer is also a Cleric, they are treated as having the Protection Domain in addition to their normal Domains (Cleric only, sorry Inquisitors). Unsure how this ability stacks if you have Paladin levels. Do you get a 2nd Lay on Hands pool? or do you just add your Non-Paladin levels to determine use/effect? If the first, AWESOME. If the 2nd, not as useful. But can still be worth seeking out if available.

    Inheritor's Light
    +1 Longsword, any 'Cure' spell, or Lay on Hands healing you receive heals +1hp per die (capped at the maximum you could roll, so if you roll mostly 6's you won't benefit much). 1/day use of Inheritor's Smite.

    Raven's Head (Artifacts and Legends)
    It's a +3 Undead Bane Heavy Mace, grants the Channel Smite feat if you Channel Positive Energy. In an Undead Heavy campaign this could be quite useful. On the other hand, in an Undead Heavy campaign you may just want to take the feat. on the other other hand, if you are a Cleric of Pharasma, you are treated as +4 levels for Channel Energy when using Channel Smite.
    Not that great for most Oradins.
    Last edited by grarrrg; 2015-08-02 at 01:53 PM.
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  4. - Top - End - #4
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    BarbarianGuy

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    another downside to shield other is the short range tether you must operate on, 25ft + 5ft/2 levels, or the spell ends. it's very easy for inexperienced players to break that link.

    shield other is still a decent option, and stronger in a few ways, as you mentioned, and also has a +1ac and saves bonus built in. it's definitely an option I would use when it comes on line for any oradin I would run, if we have any wizard or low hp aggressive striker.

    edit.

    ... downside to life link is that it doesn't scale, fast healing 5 is huge for a while, but then rapidly becomes increasingly insignificant around level 9+.. I think they should have built in a boon for the pure oracles and made it fast healing 1/lvl.

    but as is, life link is perfect for dipping.

    shield other scales perfectly with monster damage output, on the other hand. I think it's going to be key that an oradin employs shield other in the upper levels. perhaps magical lineage (shield other) for a trait so you can extend them? and a lvl 4 oracle dip can get 8 hours on a cast?
    Last edited by Blyte; 2012-09-30 at 01:00 PM.

  5. - Top - End - #5
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    OrcBarbarianGuy

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Blyte View Post
    another downside to shield other is the short range tether you must operate on, 25ft + 5ft/2 levels, or the spell ends. it's very easy for inexperienced players to break that link.
    ...
    shield other scales perfectly with monster damage output, on the other hand. I think it's going to be key that an oradin employs shield other in the upper levels. perhaps magical lineage (shield other) for a trait so you can extend them? and a lvl 4 oracle dip can get 8 hours on a cast?
    Life Link also has a maximum range. But given that it has unlimited uses it is easier to reestablish.

    And yes, Shield Other is quite nice, but they both have their optimal uses.
    Shield Other works best on the Squishy Wizard. But the Invulnerable Rager Barbarian should be just fine with Life Link.
    The main advantage, above all, is that Life Link has 'unlimited' uses, whereas even the most pimped out caster only has a handful of 2nd level spell slots.
    Last edited by grarrrg; 2012-09-30 at 06:51 PM.
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    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    I am so excited for this, one of my favorite builds, thanks Gararrg.
    I own a digital copy of the DMG, my hard copy is strictly for use as a weapon/plate.

  7. - Top - End - #7
    Titan in the Playground
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    I like this build for the ability to heal on the side without disrupting your ability to fight. It seems perfect for that. Life link is also much more convenient than shield other for getting a large number of targets with unlimited range. It's not a lot of hp transferred, but it is enough to match your healing amount. Most importantly it's not very build intensive.; any paladin can dip on the side.

    In terms of raw healing ability it falls short. I looked into a paladin dip on my last build but I found that the lay on hands amount was less than the increase to channel energy. So for a non-action (doing only what I would do anyway) I get more than I'd get from the swift. Likewise shield other transfers far more life than life link. Life link was very low priority on that build, falling behind healing harder so I could shield more targets. Since that build is mostly oracle, spell slots aren't an issue. For the range problem you grab reach spell and select the talent that gives free metamagic to one specific spell (selecting shield other). Bam, 140+ foot range at level 4.

    So, nice battle healer. It's a great way to bring in healing when nobody wants to be the healer, and killing to prevent enemy damage is also helpful of course.
    Last edited by ericgrau; 2012-09-30 at 03:42 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Aemoh87 View Post
    I am so excited for this, one of my favorite builds, thanks Gararrg.
    Who?

    Quote Originally Posted by ericgrau View Post
    I like this build for the ability to heal on the side without disrupting your ability to fight. It seems perfect for that. Life link is also much more convenient than shield other for getting a large number of targets with unlimited range. It's not a lot of hp transferred, but it is enough to match your healing amount. Most importantly it's not very build intensive.; any paladin can dip on the side.

    In terms of raw healing ability it falls short. I looked into a paladin dip on my last build but I found that the lay on hands amount was less than the increase to channel energy. So for a non-action (doing only what I would do anyway) I get more than I'd get from the swift. Likewise shield other transfers far more life than life link. Life link was very low priority on that build, falling behind healing harder so I could shield more targets. Since that build is mostly oracle, spell slots aren't an issue. For the range problem you grab reach spell and select the talent that gives free metamagic to one specific spell (selecting shield other). Bam, 140+ foot range at level 4.

    So, nice battle healer. It's a great way to bring in healing when nobody wants to be the healer, and killing to prevent enemy damage is also helpful of course.
    This is a very nice summary. I may have to do some minor edits and put in the guide proper.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    I'll be playing a single class Life Mystery Oracle healbot, and he's no pushover. I purposely want to do some buff others, but he can handle himself quite well in combat.

    Caveat: We did use rolling for character creation. We're starting at 6th level.

    16 Strength + morningstar +1 two-handed + Power Attack = 1d8 + 11 damage. Add in Furious Focus feat for no minus to hit. Sprinkle Divine Favor or Bull Strength as desired.

    Energy Body Revelation - can heal myself as a move action and still Do Something - attack with morningstar, cast a spell.

    In combat healing is not useless. It's not always the best option but neither is it always a terrible option. The one doing the healing doesn't have to be the one to get the killing blow all the time, every time. It's important enough to keep another party member up to do what he does best and save the day. It doesn't matter if the bad guy's damage is more than what I heal. What's important is if what I heal plus the party member's current hit points is more than what the bad guy's damage is.

    Channel Energy revelation - 3d6 healing to all party members is an efficient use of healing. Add in Selective Channeling feat so I don't heal the bad guys.

    For defense: breastplate with light fortification, admitted able to purchase outright using wealth by level table. Not necessarily a common option for those who start at 1st level. Cast Shield Of Faith if need be. In desperation or choice there's Sanctuary and Obscuring Mist.

    Attack spells: Command, Hold Person, Dispel Magic.

    If I used Battle Mystery certainly I'd be more effective in combat: great sword, heavy armor, act in surprise round, etc., but I purposely wanted to be a healbot. However, being a healbot does not mean you're a pathetic weakling who can't do anything else. An oracle is just a cleric who casts his spells spontaneously, and everyone knows what a cleric can do.

    That said, there's nothing wrong with an "oradin". It can be quite effective as well. Enjoy.

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by grarrrg View Post
    This is a very nice summary. I may have to do some minor edits and put in the guide proper.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Another way to conserve standard actions in combat is to use the Quick Channel feat to channel energy as a move action. By character level 7 an oracle 3/hospitaler 4 would probably have about 18 channel energy uses to burn a day, after all.

    I would consider the following feats as well:
    Fey founding - http://www.d20pfsrd.com/feats/genera.../fey-foundling
    Fire god's blessing (might not mix with oracle religion requirements) - http://www.d20pfsrd.com/feats/genera...god-s-blessing

    I'm not quite convinced that the lay on hands amount from paladin will scale adequately for most adventures. Does anyone have personal experience playing the build as suggested?
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    I want to say that, like any divine caster, Aasimar is a good choice.

    Specifically, I direct you to the Agathian-Blooded, who gets a +2 Charisma & Constitution Score. According to you Grrarrg, Con and Charisma are your primary stats, and this racial choice has both as bonuses. The fluff doesn't make sense, but look at it like this: that has never stopped Optimizers before...
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    Quote Originally Posted by Anecronwashere View Post
    Cleric: Right, I cast Infict Serious Wounds on that guy.
    DM: Sorry, you kissed too many babies this week, you heal him instead
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    The Oracle Curse of lame is really good for this build. If you stick around in paladin through level 5, the mount almost entirely negates the negative effects. And you can sleep in your armor because you're immune to fatigue. Hell, if you're in medium or heavy armor, you wind up going the same speed by level 10 anyway, even without the mount, as you lose the speed penalties for encumbrance and armor.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Human oracles can choose an extra spell known per level instead of a hit point or skill point as a favored class bonus, provided the DM is willing to allow that option.

    My DM is.

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Akal Saris View Post
    Another way to conserve standard actions in combat is to use the Quick Channel feat to channel energy as a move action. By character level 7 an oracle 3/hospitaler 4 would probably have about 18 channel energy uses to burn a day, after all.

    I would consider the following feats as well:
    Fey founding - http://www.d20pfsrd.com/feats/genera.../fey-foundling
    Fire god's blessing (might not mix with oracle religion requirements) - http://www.d20pfsrd.com/feats/genera...god-s-blessing

    I'm not quite convinced that the lay on hands amount from paladin will scale adequately for most adventures. Does anyone have personal experience playing the build as suggested?
    I'm more worried about the life linking effectively giving fast heal 5 to the party. That may not scale very well. But channel energy could make up the difference, and quick channel could make up the difference and still allow a battle build to do other things.

    Though wow quick channel + regular channel would be pretty amazing for a focused healer too. My existing move action healing option was energy body but I think quick channel is a big upgrade. OTOH energy body lets you actually move and heal in the same move action. A build might take both and switch depending on tactical needs.
    Last edited by ericgrau; 2012-09-30 at 08:45 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by navar100 View Post
    Human oracles can choose an extra spell known per level instead of a hit point or skill point as a favored class bonus, provided the DM is willing to allow that option.

    My DM is.
    It is normally a nice option. But a few problems with that.
    Oracle is only needed for around 4-ish levels, so that isn't a lot of spells known.
    The spell must be 1 level lower than your highest possible spell, so a 4th level Oracle would have 3 extra cantrips, and 1 extra 1st level. Not really worth it.

    Quote Originally Posted by Wise Green Bean View Post
    The Oracle Curse of lame is really good for this build. If you stick around in paladin through level 5, the mount almost entirely negates the negative effects. And you can sleep in your armor because you're immune to fatigue. Hell, if you're in medium or heavy armor, you wind up going the same speed by level 10 anyway, even without the mount, as you lose the speed penalties for encumbrance and armor.
    Remember, Non-Oracle levels only count as 1/2 for Curse bonuses.
    Don't worry, There will be a "Which Curse is right for you" section.

    Quote Originally Posted by Tokuhara View Post
    ...According to you Grrarrg, Con and Charisma are your primary stats...
    Who?
    Last edited by grarrrg; 2012-09-30 at 09:08 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by grarrrg View Post
    I'm sorry. Your name is a sodding nightmare to spell. It defies the freaking English language!
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    Quote Originally Posted by Anecronwashere View Post
    Cleric: Right, I cast Infict Serious Wounds on that guy.
    DM: Sorry, you kissed too many babies this week, you heal him instead
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Tokuhara View Post
    I'm sorry. Your name is a sodding nightmare to spell. It defies the freaking English language!
    It's easy to spell.
    First a g, then two r's, then an a, then five more z's, finally a g.

    As for the "freaking English language", there's a good reason for that:

    It's a made up word/name.

    If you Google it you'll get one of two types of results.
    A: stuff regarding me.
    B: angry people.

    Oddly enough, me using it as a name has nothing to do with anger.
    Last edited by grarrrg; 2012-09-30 at 10:34 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by grarrrg View Post
    It's easy to spell.
    First a g, then two r's, then an a, then five more z's, finally a g.

    As for the "freaking English language", there's a good reason for that:

    It's a made up word/name.

    If you Google it you'll get one of two types of results.
    A: stuff regarding me.
    B: angry people.

    Oddly enough, me using it as a name has nothing to do with anger.
    Sorry. The English nerd in me tends to go ape when someone misspells something. Bugger all, it makes me angry
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    Quote Originally Posted by Anecronwashere View Post
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    DM: Sorry, you kissed too many babies this week, you heal him instead
    Cleric: Quick! Someone find me a dog to kick

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    I said it before and I repeat it now, grrrarg: this is the most incredible heal-based build I've ever seen and the first one ever I actually consider giving a try at some point, or suggest to a friend who tends to really like healing (go figure...) so major kudos there.

    EDIT: Spelled grrrarg's name wrongly.
    Last edited by Larpus; 2012-10-02 at 12:05 PM.

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by grarrrg View Post
    It is normally a nice option. But a few problems with that.
    Oracle is only needed for around 4-ish levels, so that isn't a lot of spells known.
    The spell must be 1 level lower than your highest possible spell, so a 4th level Oracle would have 3 extra cantrips, and 1 extra 1st level. Not really worth it.
    Even in general not getting an extra spell of your highest level is pretty mediocre. What you get are lots and lots of spells that don't matter very much. It's a little helpful for buffs and backup spells but I hope everyone out there isn't automatically selecting human for their sorcerers and oracles. Other races get nice perks too.
    Last edited by ericgrau; 2012-10-02 at 03:11 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Added Feat section.
    Did some editing throughout to improve readability.
    Also, I managed to spell readability correctly on the first try.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Something I was wondering about this. What would be a good level-by-level guide to a build like this? I really REALLY like this build, but I'm not sure how best to fit the character I have in mind into this build.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Archpaladin Zousha View Post
    Something I was wondering about this. What would be a good level-by-level guide to a build like this? I really REALLY like this build, but I'm not sure how best to fit the character I have in mind into this build.
    Well, sticking to either class for the 'minimum' levels then switching would work best.
    Starting with Paladin for 2-to-4 levels gets you Lay on Hands, Divine Grace, Heavy Armor and Martial Profs. So you could play your early career as a normal Beatstick.
    Starting with Oracle for 3-ish levels gets you Channeling sooner and quicker access to spells. You'd play your early career as a, well, you'd make a good Healbot...

    Which you start with depends on your play style, and party size, and party needs, and...

    As for Feats and such, first you have to determine just what feats you want, and how much "healing" vs. "other" feats you like and...
    Last edited by grarrrg; 2012-10-17 at 05:05 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by ericgrau View Post
    Even in general not getting an extra spell of your highest level is pretty mediocre. What you get are lots and lots of spells that don't matter very much. It's a little helpful for buffs and backup spells but I hope everyone out there isn't automatically selecting human for their sorcerers and oracles. Other races get nice perks too.
    IME casters get (and need to get) a lot of mileage out of lower level slots. 8th level Sorcerers still want to cast Haste/Slow/Stinking Cloud and more, after all. There's also a lot of great utility spells at low levels... although paragon surge makes that irrelevant.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by grarrrg View Post
    Well, sticking to either class for the 'minimum' levels then switching would work best.
    Starting with Paladin for 2-to-4 levels gets you Lay on Hands, Divine Grace, Heavy Armor and Martial Profs. So you could play your early career as a normal Beatstick.
    Starting with Oracle for 3-ish levels gets you Channeling sooner and quicker access to spells. You'd play your early career as a, well, you'd make a good Healbot...

    Which you start with depends on your play style, and party size, and party needs, and...

    As for Feats and such, first you have to determine just what feats you want, and how much "healing" vs. "other" feats you like and...
    I was thinking an Oracle 6/Paladin 4/Divine Scion of Ragathiel 10?
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Archpaladin Zousha View Post
    I was thinking an Oracle 6/Paladin 4/Divine Scion of Ragathiel 10?
    If you think the game will go to level 20, then you may want to do the bare minimum 2 Levels of Paladin, this way you'll still get 9th level spells. If that's the case, then it doesn't much matter which archetype (if any) you choose, as most aren't really noticeable until level 4 and up.

    But, assuming you want 4 of Paladin, then you may as well go Warrior of the Holy Light. You lose Paladin spells, but gain an extra use of Lay on Hands, and can spend a use of Lay on Hands to give the group a +1 to AC/To-Hit/Damage for 1 minute.
    You can then add either the Hospitaler Archetype, or the Holy Tactician (but not both).
    Hospitaler will trade your 2nd use of Smite Evil for a separate Channeling Pool (edit: unlike normal Paladin channeling, your effective level is -3).
    Holy Tactician is a bit more involved, giving a weaker 'group' Smite evil, and trading your Divine Health and Aura of Courage for the ability to share the Teamwork feat of your choice with the entire group.


    As for Oracle and Divine Scion, only take 3 levels, or as many Oracle levels as you need for Life Links, before entering the PrC, as it has Full Casting, and you wouldn't get another Revelation until level 7 anyway. (exception being Dual Cursed Oracle who gets a Revelation at 5th)

    Start with either Oracle or Paladin, you seem more casting focuses, so lets just say Oracle for the moment:
    Oracle 3/Paladin 4/Divine Scion 10/Oracle +3


    As for the Divine Scion Specialized Domain, there are a few things to consider:
    Your Domain-Spec bonus.
    Destruction: Break 3/day, +4 on Intimidate
    Good: Constant Detect Evil, +2 Will Save
    Law: Constant Detect Chaos, +2 Will Save
    Nobility: Command 1/day, +4 on Diplomacy
    All of your Classes have Good Will Saves already, you need Iron Will to enter the PrC, and Divine Grace adds your CHA to your Saves anyway, so shy away from Good and Law (and Paladin's also have Detect Evil, another mark against Good).
    On the other hand, even though you are CHA based, your Skills will likely be limited (especially since Divine Scion needs a total of 15 skills to enter), so you may not get any use out of Intimidate or Diplomacy either.
    Regardless, SKIP GOOD, it just has too much overlap.

    Another thing to consider is that every time you cast a spell from your Domain, you heal twice its level in HP. So try to pick the list that you'll get the most use from.
    I'm not going to go in depth on Domain spells, as Ragathiel has 4 Domains, and 4 Sub-Domains.


    As far as Feats go, Iron Will and Weapon Focus (Bastard Sword) are a must due to PrC Pre-reqs. The rest of the feats mainly depend on your preferred play style, and how much dedicated Healing you need to do.
    Last edited by grarrrg; 2012-11-25 at 12:18 PM.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    And say I want to ditch Divine Scion in favor of Holy Vindicator? I'm honestly debating the two...
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Quote Originally Posted by Archpaladin Zousha View Post
    And say I want to ditch Divine Scion in favor of Holy Vindicator? I'm honestly debating the two...
    Well, Holy Vindicator is easier to qualify for, mainly due to Skill Reqs. It only needs 5 spent, where Scion needs 15.
    Feat-wise it is 'technically' cheaper. But the 1 Feat for Vindicator will likely be fairly worthless, whereas you'll get plenty of use out of the 2 required for Scion.

    Vindicator has better Bab/HD, but worse casting.
    Scion has better casting, but worse Bab/HD.

    Of the two, only Vindicator stacks for Channeling power though.


    Basically, it comes down to Holy Vindicator being the Paladin to Divine Scions Oracle.
    If you want more Face-Smashy, go Vindicator.
    If you prefer Spells, go Divine Scion.
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    Default Re: [PF] Oradin Mini-Guide. Or, How to be a Healbot, minus the 'bot'

    Vindicator then, I want the face smashy.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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