Battle Mystery - a Waracle A leshy oracle - a sporacle An oracle with a swashbuckler multiclass archetype - a troubadoracle An oracle with amazing ab strength - a coreacle A tempest oracle who uses their electricity to power their DJ set-up - a four-on-the-flooracle
With Flaming Fusillade it's not about casting it 3 times per round but to casting other spells that cost 2 actions that are saving throws and then finish it off with a 1 action produce flame. That's how you'd use it. Thx for the content your opinions on them help me come up with new ways of using these different powers.
PRO TIP: Hang your background on one side of the frame (and higher) and put yourself off center. This lets us see the logo on the background, AND gives you neutral space (below the logo) to add text or links. Another good video. Thanks!
I would totally do that if the Tapestry were bigger! I unfortunately ordered one a touch too small. (You can see it doesn't even fit in the full frame). So I wouldn't want it off to the side since the other side of my camera would just be blank wall.
Two things I love about the Tempest Mystery: 1) The stipulation about extra electric damage on non-cantrip spells seems to also apply to focus spells, which are auto-heightened. 2) The fact that the focus spells deal two different damage types (bludgeoning plus cold or sonic) on top of the bonus electric allows you to capitalize on three different weaknesses with the same spell.
It took awhile but I really enjoyed it. My friend said this class seemed difficult, but now I see how hard it is to play. Love your content and can't wait to see more.
Thanks for getting through it, bud! These take FOREVER to record and edit, but totally worth it! Yeah, the Oracle is completely unmatched in it's complexity and while I like what it does, I'm not a huge fan of the class as a whole. It feels like something that would be cool to attach to other classes, like a Fighter with the Battle Curse!
@@Nonat1s You're totally right. Mixing something like the Barbarian with the Ancients Mystery or Battle Mystery could be interesting for roleplay. I really appreciate you being so thorough though.
Man, if I were more familiar with how this system works, I would homebrew an oracle mystery based around blood magic. I just don't know what the curse would be.
Instantly drain someone's blood! Take control of an enemy! Speed up or slow down the progression of an affliction (i.e., how fast it moves through the target's blood)! Oh, and you're trained in Medicine, but for like, almost the opposite reason that Life Oracles are lol.
I know I'm resurrecting a pretty old comment but if you came up with this I'd love to hear it. Also, obvious curses would include inflicting persistent bleed damage on yourself, losing circulation in your appendages, and reducing strength and athletics as your blood gets thinner
Maybe, like one of the Pillar Men, you get increasingly lava-like blood. You get increasing resistance to fire damage, and can damage enemies harder with sprays of your blood depending on curse severity, but you get increasingly severe recoil damage from using your blood to damage enemies, or enhancing the power of spells.
(Yeah, I’m just now watching this) I had to pause the video and go and build a Goblin Oracle of the Fire Mystery. I don’t know if he’ll ever come into play since I’m just working on convincing my group to move over from D&D 5E, and learning as much about Pathfinder 2E as I can along the way.
From a RP perspective I love whole "wounded healer" vibe of the Life oracle and I'm getting a character idea just typing this. But, mechanically, considering the high risk high reward healing offered by the Life mysteries, how does it compare to the cleric? With their Healing Font a cleric can cast Heal heighted to their max level a number of times per day equal to 1+CHA mod. Throw Healing Hands into the mix and the Heal spell uses d10s instead of d8s. With Channeled Succor they can use sacrifice a Heal spell to cast remove curse, remove disease, remove paralysis, or restoration. This is all on top of their regular spells. Then bring in the Medicine skill, governed by the cleric's key stat, which the Magic Hands feat lets them maximise the healing of the first 2d8 (or 4d8 on a crit) when using Treat Wounds. That's a lot of healing without the significant risk of dying that comes with the life oracle.
Great video for a great class. Just love my gourd leshy flame oracle, but now I want to build a life oracle as an dwarf, or orc or gnome. But one thing to the life mystery: the moderate curse does not only heal extra on heal speals you cast, you can heal on every non-cantrip you finish casting. So you cast for example bless and still heal to the nearest creature.
For the algorithm. Haven't watched er listened yet. Downloaded the video to listen while driving but left a like and leaving the video playing at home so you still get the view.
With Incendiary Aura, you said the persistent damage would stack with that from the crit of Produce Flame. Unfortunately, if it's the same type of persistent damage from two different sources, only the higher amount takes affect. Also, your description is still of the first video. But, other than those two little nitpicks, it was great. I assume you'll get into Oracle feats next?
fusilade is actually nice... you don't need to cast 3 produce flames per turn... but you could always cast one produce flames + a 2 actions save spell (non attack). thats the point actually, imho anyway... my favorite class... and you have done a wonderful job... i could spend a day listening your analises =] you always sound really in love with what you are trying to explain
I feel like there is so much utility with moonlight bridge. I don't think it's really that bad. Yeah, it doesn't deal damage, but there will be some really cool utility ways to break the spell.
Moonlight Bridge is so good with a party that has some range. 120 ft force wall that let's you stay out of melee range, yes please. It blocks attacks from below, so you can climb up onto it and enemies have to work their way all the way to the base of the bridge in order to hit you. And if they're WAY off in the distance, you can use it like an archer tower. Just go prone at the top and throw spells down at them with greater cover or full cover if you use an action to crawl back behind the wall. I see so much utility there.
@@epee11c I can 100% see it being the perfect spell in the right battle! I'm just waiting to see it in action at a table. Anyone have any Moonlight Bridge stories?
An idea I had: Fighter with Cosmos archetype. You get straight up resistance to physical effects, without the curse flaring up. You could use the curse to get away quickly with your super-jumping abilities. The enfeebled condition could be problematic but a -1 or 2 when you have a +6 or 7 isn't too bad.
the fact that the tempest curse makes the area around you difficult terrain means that a -5 or -10 to movement hits that much harder. -10 on 25 feet means you only get to move 1 square per action
It should be noted that Vital Beacon has 4 total charges of healing, which decrease at each use. However, Life-Giving Form heal any number of creatures once and for the same amount.
@12:51 don't forget that, as a cantrip, your Produce Flame spells are also crazy heightened too. Sorry for the long comment, but I like the theorycrafting of this spell, so bare with me, and let's do a deep dive comparison at 17th level assuming a +6 Charisma and Strength. For this comparison, I'll compare an Oracle, and Barbarian (or other martial that isn't a Fighter because I know how you feel about them). Not knowing what the Barbarian's instinct bonus to damage while raging will be, I'll use the average. Lucky for them, they get Greater Weapon Specialization by now, so the bonus damage is averaged at a whopping +13.83 (on top of GWS). So here we go: TO HIT BONUS: Oracle = Cha+Master = +29 Barbarian = Str+Master+3 rune = +32 So the Barbarian is obviously hitting just a wee bit more often than an oracle, which is significant. In essence, the Oracle will be hitting 15% less often than the Barbarian on the same opponent with the same AC and we'll account for that below. PRODUCE FLAME (base): 0.85(9d4+Cha) = 24.225 avg .... you literally can't hit more than once with a cantrip in a round. If you miss, you miss. So this is it and it kinda sucks. FLAMING FUSILLADE (no heightened bonus bonus): 0.85(9d4+Cha)+0.60(9d4+Cha)+0.45(9d4+Cha) = 54.15 avg FLAMING FUSILLADE (with bonus): 0.85(9d4+Cha+9)+0.60(9d4+Cha+9)+0.45(9d4+Cha+9) = 71.25 avg BARBARIAN WITH d12 WEAPON (no rage): (3d12+Str+6)+0.75(3d12+Str+6)+0.5(3d12+Str+6) = 70.875 avg BARBARIAN WITH d12 WEAPON (yes rage): (3d12+Str+6+13.83)+0.75(3d12+Str+6+13.83)+0.5(3d12+Str+6+13.83) = 102 avg IN CONCLUSION.... aight you were right... the heightened effect really just brings the Oracle's Produce Flame cantrip up to power with most martial's average damage on its own. Factor in other special abilities martials get like rage damage, sneak attack, flurry of blows, etc, and you're looking at a focus spell that makes you look like Vegeta, but that's about it haha XD
I have never seen so much effort put into the analysis of the average damage of a spell in my life...and I adore it. This is my favorite comment I've received in like a month. 10/10 would conduct numerical spell analyses again.
@@andrewwahba5006 Haha, I'm in a very similar boat. I don't want them to do more damage, but I really want them to be more accurate. I'm in the midst of homebrewing some potency runes for specific spellcasting traditions. They'd be higher level than martial proficiency runes to keep the balance, but just help spellcasters a touch more at higher levels.
@@Nonat1s I tried posting about this on reddit and got chewed up haha XD I might just go with it anyways for my games, but of my 7 players, only 1 is a caster. I might go ahead and just give her a +x spell attack aeon stone so it only applies to attack roll spells. I honestly am not sure why spell attack rolls DON'T have a to hit bonus but it is what it is.... On this note, though, Perhaps there could be a rune/aeon stone or whatever where it increases the DC of one school of magic by 1. No higher, but just a way to add Spell Focus back into the game in a fun way. It would still cost an investment point too which might help the balance part, but analysis on the spell hit and DCs vs monster saves and AC show that spellcasters really got shafted this edition. Your thoughts? :P
I remember I made a flame oracle I designed to be in melee. Effectively, I would run into battle and punch people with produce flame (at 10th level making use of quickened casting) and combine incendiary aura to force persistent damage into being.
29:01 Just a quick point (and I apologise if anyone has pointed this out - I didn't see anyone's comments about it), but you put up the 'Spells per day' table, which is not the same as the spell repertoire (i.e. spells known). A Lore Oracle doesn't get any extra spells per day, they get to know one more spell of each level. It sounds like you explain it clearly in the video, just the table might be misleading for people. 31:09 It's a 20% chance (1-4; a 5 succeeds for DC 5), not 25%. Minor note, but it does affect people's maths.
If I understood the Life Mystery moderate curse correctly, it's even better than you thought. The bonus healing is after casting ANY non-cantrip spell, not just healing spells. Although it's only 1-10 extra healing, cast bless and also give that PC next to you 1 Hp to bring them up from dying in the same action? Not too bad. The challenging thing about Life-Giving Form (or even Life Link heightened) is that it will trigger the Major Curse when that is active. Cast "Life-Giving Form" to heal anyone who touches you, while immediately dropping a level 2 3-action Heal spell (average healing of 13, 26 ave damage to Oracle) as part of it. So much healing with that.
It DOES seem really weird that you can't get a +1, +2, or +3 staff and have it at least add the accuracy bonus to spells. Not the Striking or Property runes, of course, but would 5-15% increase in accuracy really break things for casters THAT much?
@@JackdawLT Life is the one ive played the most and no, it is important to remember that *you are in control* of your curse, if you know it is a bad time to progress it just dont. I play my Life oracle as a frontline support, using bless to help my fighter (and MYSELF) wielding a longspear to use the champion's reaction from my dedication to provide even more damage prevention. All in all, you're a healer that doesnt cast heal very often, instead you're using other spells to prevent damage from happening and giving yourself a ton of temp HP using vampiric spells from the Divine spell list. With this damage prevention and the temp HP buffer to your hitpoints (as to avoid the healing penalties) you do more than enough to not only make your allies tanky, but make yourself much more bulky in the face of your curse. Edit: Forgot to mention that im playing a kobold from level 6 and we're level 8 now. Debilitating dichotomy is love.
Emanation do not count the space that the creature is in so a 15 foot ematation is a 35 foot x 35 foot square (for a medium or smaller creature) Nice video by the way :P I write the first part before finish the video so I didn't forget it
16:42 Is "HEAL" not an actual spell in Pathfinder? It seems like he interpreted that slightly incorrectly as any spell that heals instead of just the spell Heal itself.
*Flames* : Barbarian Red Dragon or Alchemist with Incendiary Aura = Profit. Or well, any fire theme, to be honest. l// --Yes, I agree that flaming fussilade is kinda bad. BUT, a weird thing that produce flame cantrip has (i just checked, because I was curious) is that it allows to replace the spell attack with a melee strike. I am more confused now, but it seems that this attack could actually be agile. Correct me if I am wrong, Internet. *Life* : It doesn't even have to be a heal spell for the moderate curse, it can be ANY non-cantrip spell, including focus, which is amazing. You can heal someone out of dying condition without feeling you are sacrificing your turn to heal them. Since curses are cummulative, i guess that the extra healing from moderate happens too during the major curse. --Life Link Life Hack: Use the spell and inmediately dismiss it, to heal multiple allies at once but not die. This spell is dangerous, but great. *Lore* : I love it, no comments, I know it's super niche and maybe weak, but I love the jank. Like decipher a text in a lost language while in major curse, and then refocus so you can speak what you just learned. And I hope that a GM allows that every creature is at least trained in "Lore: Myself" for brain drain. *Tempest* : I am not sure, but does ANY creature in major curse means that you also recieve damage (plus weakness) if you touch yourself? --Tempest Touch and Thunderburst also have flat damage from your mystery. Great blaster option.
Flames: I made that same mistake at one point too. It's poorly worded, but the "Melee Strike" is just a Melee Spell Attack rather than a Ranged Spell Attack for Produce Flame. Life: Very nice tip with Life Link! Especially when it's heightened, that has some nice quick healing potential Lore: I like the "Lore: Myself" idea for Brain Drain. I am stealing that lol. Tempest: I'm not sure, honestly. Perhaps RAW it would happen that way, but personally, the electricity is already flowing through you, so you couldn't shock yourself with your own personal current. So as a GM, I wouldn't make you shock yourself lol
@@Nonat1s Well, sadly I am wrong about Produce Flame. I guess the reason to have it that way is so you can benefit from Feint?. Or to attack prone enemies without penalty? I don't know. This game is hard. hahahah.
Something to keep in mind with Lore Mystery moderate curse: The way level-based DCs work, you will only ever identify creatures that are 2 levels lower than you, for example level 1 creatures are DC 15 to ID, which is Level 3 character using Assurance/Lore Mystery Moderate "taking ten".
That's true, but if you combine it with the "Access Lore" focus spell, you can specifically choose "Lore: *Blank*" and that will lower the DC of the enemy you're trying to identify. So if you're fighting something like a Giant Hunting Spider, even if you don't know exactly what kind of spider it is, you could get "Lore: Spiders" and that would lower the DC of the enemy you're trying to identify. (At the GM's discretion)
@@Nonat1s Yeah, that's a great point. In my own campaign, I changed Assurance to 13 + Proficiency so they could at least succeed at checks related to their PCs specific tasks they want their character's to be competent at. I'm still not sure if it was the right answer, but now the college educated surgeon who has taken assurance can give basic first aid without accidentally killing his patient.
Fireball damage is 2d6*spell level, so 9th level fireball is 18d6, so you'd be taking a max of 108 fire damage on a hit, 216 fire damage on a crit, plus an additional 60 damage from your allies for a total of 276 damage. That's almost enough to one shot you if you skimped out on con and only have a +4 con modifier without toughness.
I don't think the bonus damage from the Tempest curse would would with spells that deal only electrical damage since is specifies physical damage from a non-cantrip air or water spell but I do think it works with the Tempest Touch and Thunderburst focus spells.
You are getting fireball damage wrong its always just 2xspell level so a 9th level would be 18d6 not 12d6, making the whirling flames fall off more in damage than you suggest. its still quite good to hit what you want but fireball is significantly higher damage.
persistant damage of the same type doesn't stack, so no double burning just the hottest and sickest burn. also lore bard says otherwise communicate, which I assume included stuff like written communication and sign language, but it wouldn't stop you from writing notes down then later deciphering your own crazy eldritch notes. my issue with this is it is in the mystery all about knowledge which is hard to use when you can't tell your allies. maybe mind link or some other spell could bypass this? but it *still* says, "or otherwise communicate" so... yeah. also it is strange that the major curse of the Perpetual Storm doesn't have any downside.
Flaming Fusillade is much better than you're giving it credit for. The point isn't to use Produce Flame 3 times. As you say, that's extremely unoptimized because of Multiple Attack Penalties. No no, the point is the flexibility that 1-action cantrips give you. Cast Fireball or Whirling Flames...and then still have an action for Produce Flame at no Multi Attack Penalty. Move, cast Shield, then cast Produce Flame. Maybe cast Produce Flame twice when you're up against weak enemies and you don't want to waste a spell slot. The flexibility that Flaming Fusillade give you makes it the single best Oracle Focus Spell in my opinion.
Favorite Mystery for Roleplay: Ancestors (Such amazing roleplay opportunity with voices in your head) Favorite Mystery for Gameplay: Flames (Incredible damage output and synergy between spells) Favorite Mystery Period: Lore (BRAIN TOO BIG. HEAD HURTY. AM SMART)
Haha, focus spell us summoning 1d4 minion children per spell level. Major curse on a crit fail the minion children attack you. Reflex save or be tossed into an oven.
I don't like the curse mechanic personally. Like, life on Golarian is tough enough already, being an adventurer is tough enough already. Do I need (further) proof that the universe hates me?
I kinda hate the Life Oracle. They give them so many ways to accept damage from other party members which is cool! Then they penalize any attempt to heal yourself AND if you try and use any of your cool spells that force you to eat a bunch of damage. Way too many stacking penalties for not enough bonus.
It's rough, but it seems to be the running theme of most oracles. I think Life oracles have some of the heaviest penalties for sure, but most of the oracle curses have penalties that seem to outweigh the bonuses. Like the Ancestor's +1 to attack rolls and +6 damage from the major curse inflicting a 30% chance to lose any action that's not a strike. (with the martial ancestor)
@@Nonat1s My problem with Life Mystery at least is that the penalties ALL go after your hp. And the neat bonuses ALSO use your hp. My big problem with it is that they are taking from the same resource in multiple ways. The extra 2 hp a level just doesn't make up for it.
@@godofthunder4242 That's a fair point. It's a lot of resource management with only one resource to spend and no way to get it back. I think it'd somewhat make up for it if you got maybe your (Level x Con mod) HP back when you refocus. Though that may be too easy to take advantage of.
Whirling flames in a nutshell: You get a fireball! You get a fireball! Everyone gets a fireball! Don't know if someone made this joke already, in 2 years, so, apologies in advance.
Battle Mystery - a Waracle
A leshy oracle - a sporacle
An oracle with a swashbuckler multiclass archetype - a troubadoracle
An oracle with amazing ab strength - a coreacle
A tempest oracle who uses their electricity to power their DJ set-up - a four-on-the-flooracle
You simultaneously are getting a promotion AND getting banned. Well done. 😂
69 like nice
"So if you want to light yourself on fire, that's your call"
Me: *Laughs in Rakdos*
I don't know why but I think of the torch goblin feat with that statement... 2e.aonprd.com/Feats.aspx?ID=1005
A fellow carnival-demon worshipper!
With Flaming Fusillade it's not about casting it 3 times per round but to casting other spells that cost 2 actions that are saving throws and then finish it off with a 1 action produce flame. That's how you'd use it. Thx for the content your opinions on them help me come up with new ways of using these different powers.
That's a really good point that I hadn't considered! Very fair! That does mean you could cast Whirling Flames and Produce Flame in the same round!
I just commented this same thing. Great minds
@@mmerrill6181 Hecks to the yeah, buddy!
I'm thinking an elf with elemental wrath is potentially great for splashing fire around
Literally came to the comments to write this!
I was like, “wait, this is just a free produce flame every turn while you cast your big spells”
PRO TIP: Hang your background on one side of the frame (and higher) and put yourself off center. This lets us see the logo on the background, AND gives you neutral space (below the logo) to add text or links.
Another good video. Thanks!
I would totally do that if the Tapestry were bigger! I unfortunately ordered one a touch too small. (You can see it doesn't even fit in the full frame). So I wouldn't want it off to the side since the other side of my camera would just be blank wall.
Two things I love about the Tempest Mystery:
1) The stipulation about extra electric damage on non-cantrip spells seems to also apply to focus spells, which are auto-heightened.
2) The fact that the focus spells deal two different damage types (bludgeoning plus cold or sonic) on top of the bonus electric allows you to capitalize on three different weaknesses with the same spell.
I'm so glad that I said "Lore-acle" at the same time as you
I see you also took the "Mystery of Jokes" that comes with the "Curse of Uncontrollable Puns"
@@Nonat1s That honestly would be an hilarious mystery
Oracles are one of my favorites. Good work, keep it up!
Thank you! There's just SO MUCH about them lol
It took awhile but I really enjoyed it. My friend said this class seemed difficult, but now I see how hard it is to play. Love your content and can't wait to see more.
Thanks for getting through it, bud! These take FOREVER to record and edit, but totally worth it! Yeah, the Oracle is completely unmatched in it's complexity and while I like what it does, I'm not a huge fan of the class as a whole. It feels like something that would be cool to attach to other classes, like a Fighter with the Battle Curse!
@@Nonat1s You're totally right. Mixing something like the Barbarian with the Ancients Mystery or Battle Mystery could be interesting for roleplay. I really appreciate you being so thorough though.
Man, if I were more familiar with how this system works, I would homebrew an oracle mystery based around blood magic. I just don't know what the curse would be.
Instantly drain someone's blood! Take control of an enemy! Speed up or slow down the progression of an affliction (i.e., how fast it moves through the target's blood)! Oh, and you're trained in Medicine, but for like, almost the opposite reason that Life Oracles are lol.
I know I'm resurrecting a pretty old comment but if you came up with this I'd love to hear it. Also, obvious curses would include inflicting persistent bleed damage on yourself, losing circulation in your appendages, and reducing strength and athletics as your blood gets thinner
Maybe, like one of the Pillar Men, you get increasingly lava-like blood.
You get increasing resistance to fire damage, and can damage enemies harder with sprays of your blood depending on curse severity, but you get increasingly severe recoil damage from using your blood to damage enemies, or enhancing the power of spells.
(Yeah, I’m just now watching this)
I had to pause the video and go and build a Goblin Oracle of the Fire Mystery.
I don’t know if he’ll ever come into play since I’m just working on convincing my group to move over from D&D 5E, and learning as much about Pathfinder 2E as I can along the way.
From a RP perspective I love whole "wounded healer" vibe of the Life oracle and I'm getting a character idea just typing this. But, mechanically, considering the high risk high reward healing offered by the Life mysteries, how does it compare to the cleric? With their Healing Font a cleric can cast Heal heighted to their max level a number of times per day equal to 1+CHA mod. Throw Healing Hands into the mix and the Heal spell uses d10s instead of d8s. With Channeled Succor they can use sacrifice a Heal spell to cast remove curse, remove disease, remove paralysis, or restoration. This is all on top of their regular spells. Then bring in the Medicine skill, governed by the cleric's key stat, which the Magic Hands feat lets them maximise the healing of the first 2d8 (or 4d8 on a crit) when using Treat Wounds. That's a lot of healing without the significant risk of dying that comes with the life oracle.
Great video for a great class. Just love my gourd leshy flame oracle, but now I want to build a life oracle as an dwarf, or orc or gnome. But one thing to the life mystery: the moderate curse does not only heal extra on heal speals you cast, you can heal on every non-cantrip you finish casting. So you cast for example bless and still heal to the nearest creature.
Preparing for my first oracle player right now. Thanks so much for this great deep dive
For the algorithm. Haven't watched er listened yet. Downloaded the video to listen while driving but left a like and leaving the video playing at home so you still get the view.
You are TRULY, the real MVP. I do not deserve you.
With Incendiary Aura, you said the persistent damage would stack with that from the crit of Produce Flame. Unfortunately, if it's the same type of persistent damage from two different sources, only the higher amount takes affect.
Also, your description is still of the first video.
But, other than those two little nitpicks, it was great. I assume you'll get into Oracle feats next?
fusilade is actually nice... you don't need to cast 3 produce flames per turn... but you could always cast one produce flames + a 2 actions save spell (non attack).
thats the point actually, imho
anyway... my favorite class... and you have done a wonderful job... i could spend a day listening your analises =]
you always sound really in love with what you are trying to explain
I love how moonlight bridge is a reference point for focus spell expectations! The higher focus level spells are a bit underwhelming but so flavorful.
I feel like there is so much utility with moonlight bridge. I don't think it's really that bad. Yeah, it doesn't deal damage, but there will be some really cool utility ways to break the spell.
Moonlight Bridge is so good with a party that has some range.
120 ft force wall that let's you stay out of melee range, yes please. It blocks attacks from below, so you can climb up onto it and enemies have to work their way all the way to the base of the bridge in order to hit you. And if they're WAY off in the distance, you can use it like an archer tower. Just go prone at the top and throw spells down at them with greater cover or full cover if you use an action to crawl back behind the wall.
I see so much utility there.
@@epee11c I can 100% see it being the perfect spell in the right battle! I'm just waiting to see it in action at a table. Anyone have any Moonlight Bridge stories?
After watching both classes, Oracle seems like a Psychic with extra steps (and a bit of love for BDSM)
An idea I had: Fighter with Cosmos archetype. You get straight up resistance to physical effects, without the curse flaring up.
You could use the curse to get away quickly with your super-jumping abilities.
The enfeebled condition could be problematic but a -1 or 2 when you have a +6 or 7 isn't too bad.
Gonna build a Flame Oracle Leshy. I'm sure nothing will go wrong.
That sounds incredible and I love it. Find a way to get a "Jaw" attack and you'll be a Piranha Plant from Mario!
One thinf about Life-Mytery: The Moderate Curse passive healing effect counts for EVEREY non-cantrip spell cast, not just healing spells!
the fact that the tempest curse makes the area around you difficult terrain means that a -5 or -10 to movement hits that much harder. -10 on 25 feet means you only get to move 1 square per action
Oh that's gross. I didn't think about that.
It should be noted that Vital Beacon has 4 total charges of healing, which decrease at each use. However, Life-Giving Form heal any number of creatures once and for the same amount.
@12:51 don't forget that, as a cantrip, your Produce Flame spells are also crazy heightened too. Sorry for the long comment, but I like the theorycrafting of this spell, so bare with me, and let's do a deep dive comparison at 17th level assuming a +6 Charisma and Strength. For this comparison, I'll compare an Oracle, and Barbarian (or other martial that isn't a Fighter because I know how you feel about them). Not knowing what the Barbarian's instinct bonus to damage while raging will be, I'll use the average. Lucky for them, they get Greater Weapon Specialization by now, so the bonus damage is averaged at a whopping +13.83 (on top of GWS). So here we go:
TO HIT BONUS:
Oracle = Cha+Master = +29
Barbarian = Str+Master+3 rune = +32
So the Barbarian is obviously hitting just a wee bit more often than an oracle, which is significant. In essence, the Oracle will be hitting 15% less often than the Barbarian on the same opponent with the same AC and we'll account for that below.
PRODUCE FLAME (base):
0.85(9d4+Cha) = 24.225 avg
.... you literally can't hit more than once with a cantrip in a round. If you miss, you miss. So this is it and it kinda sucks.
FLAMING FUSILLADE (no heightened bonus bonus):
0.85(9d4+Cha)+0.60(9d4+Cha)+0.45(9d4+Cha) = 54.15 avg
FLAMING FUSILLADE (with bonus):
0.85(9d4+Cha+9)+0.60(9d4+Cha+9)+0.45(9d4+Cha+9) = 71.25 avg
BARBARIAN WITH d12 WEAPON (no rage):
(3d12+Str+6)+0.75(3d12+Str+6)+0.5(3d12+Str+6) = 70.875 avg
BARBARIAN WITH d12 WEAPON (yes rage):
(3d12+Str+6+13.83)+0.75(3d12+Str+6+13.83)+0.5(3d12+Str+6+13.83) = 102 avg
IN CONCLUSION.... aight you were right... the heightened effect really just brings the Oracle's Produce Flame cantrip up to power with most martial's average damage on its own. Factor in other special abilities martials get like rage damage, sneak attack, flurry of blows, etc, and you're looking at a focus spell that makes you look like Vegeta, but that's about it haha XD
I have never seen so much effort put into the analysis of the average damage of a spell in my life...and I adore it. This is my favorite comment I've received in like a month. 10/10 would conduct numerical spell analyses again.
@@Nonat1s I'm a nerd who wishes cantrips were d6s, what can I say haha
@@andrewwahba5006 Haha, I'm in a very similar boat. I don't want them to do more damage, but I really want them to be more accurate. I'm in the midst of homebrewing some potency runes for specific spellcasting traditions.
They'd be higher level than martial proficiency runes to keep the balance, but just help spellcasters a touch more at higher levels.
@@Nonat1s I tried posting about this on reddit and got chewed up haha XD I might just go with it anyways for my games, but of my 7 players, only 1 is a caster. I might go ahead and just give her a +x spell attack aeon stone so it only applies to attack roll spells. I honestly am not sure why spell attack rolls DON'T have a to hit bonus but it is what it is....
On this note, though, Perhaps there could be a rune/aeon stone or whatever where it increases the DC of one school of magic by 1. No higher, but just a way to add Spell Focus back into the game in a fun way. It would still cost an investment point too which might help the balance part, but analysis on the spell hit and DCs vs monster saves and AC show that spellcasters really got shafted this edition.
Your thoughts? :P
I remember I made a flame oracle I designed to be in melee. Effectively, I would run into battle and punch people with produce flame (at 10th level making use of quickened casting) and combine incendiary aura to force persistent damage into being.
29:01 Just a quick point (and I apologise if anyone has pointed this out - I didn't see anyone's comments about it), but you put up the 'Spells per day' table, which is not the same as the spell repertoire (i.e. spells known). A Lore Oracle doesn't get any extra spells per day, they get to know one more spell of each level. It sounds like you explain it clearly in the video, just the table might be misleading for people.
31:09 It's a 20% chance (1-4; a 5 succeeds for DC 5), not 25%. Minor note, but it does affect people's maths.
If I understood the Life Mystery moderate curse correctly, it's even better than you thought. The bonus healing is after casting ANY non-cantrip spell, not just healing spells. Although it's only 1-10 extra healing, cast bless and also give that PC next to you 1 Hp to bring them up from dying in the same action? Not too bad.
The challenging thing about Life-Giving Form (or even Life Link heightened) is that it will trigger the Major Curse when that is active. Cast "Life-Giving Form" to heal anyone who touches you, while immediately dropping a level 2 3-action Heal spell (average healing of 13, 26 ave damage to Oracle) as part of it. So much healing with that.
It DOES seem really weird that you can't get a +1, +2, or +3 staff and have it at least add the accuracy bonus to spells. Not the Striking or Property runes, of course, but would 5-15% increase in accuracy really break things for casters THAT much?
Ive played almost all of them by now, im obsessed with this class and need help hahaha. (Only missing lore and bones)
How was playing Life Mystery oracle, what was the ancestry and did you fall unconcious a lot?
@@JackdawLT Life is the one ive played the most and no, it is important to remember that *you are in control* of your curse, if you know it is a bad time to progress it just dont. I play my Life oracle as a frontline support, using bless to help my fighter (and MYSELF) wielding a longspear to use the champion's reaction from my dedication to provide even more damage prevention.
All in all, you're a healer that doesnt cast heal very often, instead you're using other spells to prevent damage from happening and giving yourself a ton of temp HP using vampiric spells from the Divine spell list. With this damage prevention and the temp HP buffer to your hitpoints (as to avoid the healing penalties) you do more than enough to not only make your allies tanky, but make yourself much more bulky in the face of your curse.
Edit: Forgot to mention that im playing a kobold from level 6 and we're level 8 now. Debilitating dichotomy is love.
Emanation do not count the space that the creature is in so a 15 foot ematation is a 35 foot x 35 foot square (for a medium or smaller creature)
Nice video by the way :P
I write the first part before finish the video so I didn't forget it
Basics for gammers has a really good video about counteracting.
Flaming Oracle, Torch Goblin. Burn baby burn 🔥
16:42 Is "HEAL" not an actual spell in Pathfinder? It seems like he interpreted that slightly incorrectly as any spell that heals instead of just the spell Heal itself.
Would it be broken to remove multi-attack penalty for produce flame casts done during flaming fusillade's duration?
*Flames* : Barbarian Red Dragon or Alchemist with Incendiary Aura = Profit. Or well, any fire theme, to be honest. l//
--Yes, I agree that flaming fussilade is kinda bad. BUT, a weird thing that produce flame cantrip has (i just checked, because I was curious) is that it allows to replace the spell attack with a melee strike. I am more confused now, but it seems that this attack could actually be agile. Correct me if I am wrong, Internet.
*Life* : It doesn't even have to be a heal spell for the moderate curse, it can be ANY non-cantrip spell, including focus, which is amazing. You can heal someone out of dying condition without feeling you are sacrificing your turn to heal them. Since curses are cummulative, i guess that the extra healing from moderate happens too during the major curse.
--Life Link Life Hack: Use the spell and inmediately dismiss it, to heal multiple allies at once but not die. This spell is dangerous, but great.
*Lore* : I love it, no comments, I know it's super niche and maybe weak, but I love the jank. Like decipher a text in a lost language while in major curse, and then refocus so you can speak what you just learned. And I hope that a GM allows that every creature is at least trained in "Lore: Myself" for brain drain.
*Tempest* : I am not sure, but does ANY creature in major curse means that you also recieve damage (plus weakness) if you touch yourself?
--Tempest Touch and Thunderburst also have flat damage from your mystery. Great blaster option.
Flames: I made that same mistake at one point too. It's poorly worded, but the "Melee Strike" is just a Melee Spell Attack rather than a Ranged Spell Attack for Produce Flame.
Life: Very nice tip with Life Link! Especially when it's heightened, that has some nice quick healing potential
Lore: I like the "Lore: Myself" idea for Brain Drain. I am stealing that lol.
Tempest: I'm not sure, honestly. Perhaps RAW it would happen that way, but personally, the electricity is already flowing through you, so you couldn't shock yourself with your own personal current. So as a GM, I wouldn't make you shock yourself lol
@@Nonat1s Well, sadly I am wrong about Produce Flame. I guess the reason to have it that way is so you can benefit from Feint?. Or to attack prone enemies without penalty? I don't know. This game is hard. hahahah.
Something to keep in mind with Lore Mystery moderate curse: The way level-based DCs work, you will only ever identify creatures that are 2 levels lower than you, for example level 1 creatures are DC 15 to ID, which is Level 3 character using Assurance/Lore Mystery Moderate "taking ten".
That's true, but if you combine it with the "Access Lore" focus spell, you can specifically choose "Lore: *Blank*" and that will lower the DC of the enemy you're trying to identify.
So if you're fighting something like a Giant Hunting Spider, even if you don't know exactly what kind of spider it is, you could get "Lore: Spiders" and that would lower the DC of the enemy you're trying to identify. (At the GM's discretion)
@@Nonat1s Yeah, that's a great point. In my own campaign, I changed Assurance to 13 + Proficiency so they could at least succeed at checks related to their PCs specific tasks they want their character's to be competent at. I'm still not sure if it was the right answer, but now the college educated surgeon who has taken assurance can give basic first aid without accidentally killing his patient.
Funny enough, Flame Oracle's Whirling Flame is very much like what I was doing with my Sorcerer in 1e.
Fireball Magic Trick'ed
Fireball damage is 2d6*spell level, so 9th level fireball is 18d6, so you'd be taking a max of 108 fire damage on a hit, 216 fire damage on a crit, plus an additional 60 damage from your allies for a total of 276 damage. That's almost enough to one shot you if you skimped out on con and only have a +4 con modifier without toughness.
Good video nonat 😂🎉❤
You may be full of puns, but you are still no Pun-Pun.
I don't think the bonus damage from the Tempest curse would would with spells that deal only electrical damage since is specifies physical damage from a non-cantrip air or water spell but I do think it works with the Tempest Touch and Thunderburst focus spells.
Oh shoot, you're right. That's a super niche little bonus then.
You are getting fireball damage wrong its always just 2xspell level so a 9th level would be 18d6 not 12d6, making the whirling flames fall off more in damage than you suggest. its still quite good to hit what you want but fireball is significantly higher damage.
persistant damage of the same type doesn't stack, so no double burning just the hottest and sickest burn. also lore bard says otherwise communicate, which I assume included stuff like written communication and sign language, but it wouldn't stop you from writing notes down then later deciphering your own crazy eldritch notes. my issue with this is it is in the mystery all about knowledge which is hard to use when you can't tell your allies. maybe mind link or some other spell could bypass this? but it *still* says, "or otherwise communicate" so... yeah. also it is strange that the major curse of the Perpetual Storm doesn't have any downside.
Flaming Fusillade is much better than you're giving it credit for.
The point isn't to use Produce Flame 3 times. As you say, that's extremely unoptimized because of Multiple Attack Penalties.
No no, the point is the flexibility that 1-action cantrips give you.
Cast Fireball or Whirling Flames...and then still have an action for Produce Flame at no Multi Attack Penalty.
Move, cast Shield, then cast Produce Flame.
Maybe cast Produce Flame twice when you're up against weak enemies and you don't want to waste a spell slot.
The flexibility that Flaming Fusillade give you makes it the single best Oracle Focus Spell in my opinion.
Ancestors, Battle and Lore are my favorites.
Ancestors allows for such awesome roleplay potential. I love it.
@@Nonat1s I love whenever random tables get involved!
Just wanted to point out that IMHO if you cast a level 8 spell and then get a burst 4 spell levels lower, that is a 4th level spell not 3rd.
NEVER apologize for Puns!
Hey man, which Mystery did you like the most so far and why?
Favorite Mystery for Roleplay: Ancestors (Such amazing roleplay opportunity with voices in your head)
Favorite Mystery for Gameplay: Flames (Incredible damage output and synergy between spells)
Favorite Mystery Period: Lore (BRAIN TOO BIG. HEAD HURTY. AM SMART)
The flames would make a great boss
Time to make my Tempest Oracle Kobold with Draconic ancestry feats and blue/white exemplar.
I AM THE STORM
A sacrifice for the algorithm!
For the algorithm. Previous comment was based on an incorrect retelling of Life Link I had read.
Life Oracle gonna die.
Freakin sweet! So sweet I got diabetes.
Ah yes, the Sweets Mystery. Comes with the Curse of Diabetes.
Haha, focus spell us summoning 1d4 minion children per spell level.
Major curse on a crit fail the minion children attack you. Reflex save or be tossed into an oven.
I don't like the curse mechanic personally. Like, life on Golarian is tough enough already, being an adventurer is tough enough already. Do I need (further) proof that the universe hates me?
Flame Oracle makes me think of El Diablo from Suicide Squad. Especially his deity-esque final form.
I kinda hate the Life Oracle. They give them so many ways to accept damage from other party members which is cool! Then they penalize any attempt to heal yourself AND if you try and use any of your cool spells that force you to eat a bunch of damage. Way too many stacking penalties for not enough bonus.
It's rough, but it seems to be the running theme of most oracles. I think Life oracles have some of the heaviest penalties for sure, but most of the oracle curses have penalties that seem to outweigh the bonuses. Like the Ancestor's +1 to attack rolls and +6 damage from the major curse inflicting a 30% chance to lose any action that's not a strike. (with the martial ancestor)
@@Nonat1s My problem with Life Mystery at least is that the penalties ALL go after your hp. And the neat bonuses ALSO use your hp. My big problem with it is that they are taking from the same resource in multiple ways. The extra 2 hp a level just doesn't make up for it.
@@godofthunder4242 That's a fair point. It's a lot of resource management with only one resource to spend and no way to get it back.
I think it'd somewhat make up for it if you got maybe your (Level x Con mod) HP back when you refocus. Though that may be too easy to take advantage of.
Mystery of lore is literally me...
Why is he wearing vampire teeth? did Mommy Milkers get ahold of him?
I just feel like the curses aren't that big a deal vs the benefits. I want a curse to be a CURSE.
😅😅
Whirling flames in a nutshell:
You get a fireball! You get a fireball! Everyone gets a fireball!
Don't know if someone made this joke already, in 2 years, so, apologies in advance.