The post Daeran Build Pathfinder Wrath of the Righteous Guide appeared first on Fextralife.
Daeran Build Pathfinder Wrath of the Righteous Guide – In this Daeran Build Guide, I’m going to break down the Attributes, Skills, Feats, Spells, Revelations, Mythic Path, and Equipment you should choose to make Daeran as effective as possible when it comes to healing and buffing the party. I’ll be showing a straightforward Oracle Build, which also deals damage with Ranged and AoE Spells on the side. If you’re looking for an excellent Support Companion that fits in any party composition, then this Daeran Build Guide is for you!
Daeran Build Pathfinder Wrath of the Righteous Guide
Daeran’s Build concentrates on being the most effective healer in Pathfinder Wrath of the Righteous. Because of his Life Mystery, he automatically gets a bunch of healing Spells and buffs from the moment you recruit him.
In times when you don’t need to support the party, you’ll be dealing damage with powerful Evocation Spells such as Fireball, Hellfire Ray, and Fire Storm, which you receive by equipping the Red Salamander Ring. Not only that but you also have a lot of other powerful Spells to remove status effects and to provide Spell Resistances, to name a few.
- Musetouched (Azata-Blooded) – Gain Racial Bonuses to Dexterity and Charisma Scores as well as Persuasion and Mobility Checks. Furthermore, you can also cast Glitterdust once per day. This is a very good crowd control Spell that blinds targets. It also reveals the location of invisible creatures since you’ll be able to see their outlines.
- Emissary – Add Persuasion and Knowledge (World) to his Skills. Additionally, you gain proficiency with Rapiers and Bucklers.
- Selective Channel – Places a beneficial restriction when you channel Positive Energy. For instance, if you were to heal everyone in your party with Positive Energy, none of your enemies located within the AoE will be healed.
- Channel – Influences the amount of healing or damage dealt together with the Spell’s DC with Channel Positive Energy depending on your Oracle Level. Furthermore, you’re able to use this Ability numerous times per day because it’s based on 1 + your Charisma Modifier, which is high by default.
- Oracle Proficiencies – Gains proficiency with all Simple Weapons, Light Weapons, Medium Armor, and Shields that don’t include Tower Shields.
- Life – Add Lore (Nature) to your Skill List. Life also provides you with Spells from Spell Levels 1 to 9 that remove conditions like sickened and poisoned as well as Ability Damage, while providing effective healing and buffs. Life is what makes the Oracle an essential Support Class because they’re extremely skilled at restoring the overall well-being of the party.
- Cure Spells – Gains every iteration of the Cure Wounds Spell from Spell Levels 1 to 8.
- Extra Channel (Oracle) – Further increases the number of times you’re able to activate Channel Positive Energy per day by 2 more times.
- Safe Curing – Allows you to cure allies without provoking Attacks of Opportunity. This is vital to the Oracle since they’ll mostly focus on healing the party during Combat.
On top of these, Daeran also gains Uncanny Dodge and Powerless Prophecy. Uncanny Dodge provides you with immediate awareness at the beginning of an encounter. This means that you’re never flat-footed so you gain the full benefit of your Dexterity Bonus to Armor Class (AC). Your defenses are active all the time even when you’re facing invisible enemies. This does, however, make you vulnerable to being flanked.
On the other hand, Powerless Prophecy is the side effect of Uncanny Dodge such that you’re automatically staggered during the first round of an encounter. As such, you’ll have to position Daeran at the center of the party to prevent him from using his Movement Action to reach and therefore buff everyone. This way, he can immediately cast a Spell at the start of combat.
At Levels 5, 10 and 15, you gain Insight Bonus on Initiative Checks, Improved Uncanny Dodge, and more Insight Bonus for AC and Saving Throws or Saves in the first round of combat, respectively. Improved Uncanny Dodge essentially makes you immune to being flanked so now, not only do you deny them of any bonuses they get for flanking but you’re also able to dodge Sneak Attacks as a result. This can only be countered by the enemy if their Rogue Level is 4 levels higher than Daeran’s.
Attributes | Daeran Pathfinder Wrath of the Righteous Build
Starting at Level 4 and after every four levels, you’ll be able to add 1 point to any of your Attributes. With Daeran, you’ll only improve two Attributes, namely Charisma and Constitution. Charisma is the Oracle’s Spellcasting Ability, which lets him learn and cast numerous Spells.
It’s corresponding modifier is added to the Spell’s Difficulty Class (DC). A higher Spell DC means that enemies will have a tougher time in negating or reducing the Spell’s impact. At Levels 4, 8, 12 and 16, you’ll be allocating 4 points into this Attribute, which is equivalent to 24 Charisma with a +7 modifier. I highly recommend equipping the Headband of Alluring Charisma to raise Charisma even further.
At Level 20, you ought to invest 1 point into Constitution, thereby increasing its modifier to +2. In order to grant yourself more HP, you’ll have to wear the Belt of Mighty Constitution.
Skills | Daeran Pathfinder Wrath of the Righteous Build
In terms of Daeran’s Skill, you’ll enhance Persuasion, Knowledge (Arcana), and Knowledge (World) since by default, you already gain bonuses to these. Persuasion convinces NPCs in dialogue and provides you with extra XP.
Knowledge (Arcana) helps you identify mysterious and rare objects, some of which are unique items in the form of powerful Weapons and Armor. On the other hand, Knowledge (World) enables you to recall lore about historical events and the like in order to uncover secrets when you’re exploring. It also allows you to successfully brew potions when setting up camp.
Feats | Daeran Pathfinder Wrath of the Righteous Build
From Levels 5 to 20, you’ll be able to choose 8 Feats for Daeran with 1 Feat at every other level. You’ll focus on primarily healing the party, buffing them, removing harmful conditions, and dealing damage with Ranged Touch Attack or Ray Spells and AoE Spells.
Starting at Level 5, you ought to take these important Feats in the following order:
- Spell Penetration – Improve the chances of overcoming the target’s Spell Resistance by providing you with a +2 Caster Level Check Bonus.
- Greater Spell Penetration – Gains an additional +2 Caster Level Check Bonus. This stacks with the bonus you receive from Spell Penetration.
- Spell Focus (Evocation) – Challenges enemies even further by enhancing the Spell DC of Evocation Spells by 1. Specifically, this Feat applies to Spells that force them to roll for Saves such as Fireball and Fire Storm.
- Greater Spell Focus (Evocation) – Provides you with added Spell DC Bonus for your Evocation Spells.
- Metamagic (Heighten) – Increases your Spell’s level and Spell DC. As a result, this enhances the harmful effects inflicted on enemies. Let’s take Fireball, which has a DC of 23, as an example. If we were to apply Metamagic (Heighten) to reach Level 8 from Level 3, it’s new DC becomes 28, which is 5 levels higher than the original. As such, your targets will have a tougher time beating the new DC to reduce Fireball’s damage in half. Note that you’re able to apply heighten to any of your Spells.
You can heighten Spells by going to Daeran’s Spellbook Tab and clicking ‘Metamagic’ at the bottom left-hand corner of the screen. Add a Spell in the middle square of the big circle by double-clicking on the icon or by dragging it. Click the “Sword Icon” on top of this and then select “Write spell” at the bottom.
- Dodge – Gains a +1 Dodge Bonus to AC.
- Point-Blank Shot – Receive +1 Attack and Damage Roll Bonuses when casting Ray Spells.
- Precise Shot – Ignores the -4 Attack Roll penalty, which you receive by default, for casting Ray Spells against enemies engaged in melee.
Spells | Daeran Pathfinder Wrath of the Righteous Build
Similar to the Witch Class, Oracles cast Spells spontaneously so it doesn’t require preparation. Your choice of Spells to use per level are therefore not limited by Spell Slots. However, in order to replenish it, you still have to take a rest.
With Daeran, you’re able to ensure that your party, no matter what the composition may be, survives each encounter. He has a lot of buffs and healing Spells, which are enough for everyone. When he’s not supporting his allies, he deals damage from afar using an array of effective Evocation Spells. It’s not as potent as say, Ember’s Spells, but these are definitely going to hit enemies hard.
- Bless – Provides allies with Morale Bonus on their Attack Rolls and Saves against fear effects.
- Cure Wounds – Channels Positive Energy to individually heal you or your allies. With Cure Wounds, Mass, you’re able to heal everyone in the targeted area.
- Remove Fear and Sickness – Grants Morale Bonus against the effects of fear, sickness, nausea and disease.
- Shield of Faith – Gains a maximum of +5 Deflection Bonus to AC at Level 18. Don’t wear the Ring of Protection if you intend on personally casting Shield of Faith because their Deflection Bonuses don’t stack.
- Align Weapon – Changes the Alignment of a Weapon for the purposes of overcoming the enemy’s Damage Reduction (DR).
- Protection from Alignment, Communal – Gain Deflection and Resistance Bonuses to AC and Saves against the attacks of different enemies with Alignments like Evil, Chaos, Good and Law.
- Restoration – Cures all Ability Damage while restoring points of the corresponding Ability Score. Restoration also removes negative levels together with the exhaustion and fatigue experienced by the target. To cast this, you need 2 Diamond Dust, which is common in the game.
- Archon’s Aura – Gains an aura that negatively impacts enemies within a 20-foot radius. If they fail their Will Save, they receive a penalty on all Attack Rolls, Saves and AC.
- Remove Blindness, Remove Disease, Neutralize Poison – Nullifies blindness, all diseases, and poison.
- Protection from Energy, Communal – Grants allies within 25 feet of you temporary immunity on a specific Energy Type. As long as this Spell doesn’t exceed the number of damage points it’s able to absorb, it will continue to provide you with immunity.
- Breath of Life – Heals a huge amount of HP. Breath of Life also lets you revive a recently deceased ally provided that they died within 2 rounds from the time it’s cast.
- True Seeing – Sees partially and fully concealed enemies as well as other invisible creatures.
- Resurrection – Fully revive a fallen ally regardless of the number of rounds that have passed. Once resurrected, they receive max HP together with all of their prepared Spells.
- Frightful Aspect – Gains a lot of useful Abilities like bonuses to Strength, Constitution, and AC. You also receive DR/Magic and Spell Resistance. Note that Frightful Aspect can only be cast on yourself. Furthermore, its AC bonuses stack with Shield of Faith and Armor of Bones. Remember to cast all three prior to the start of an encounter to significantly boost your AC.
- Holy Aura – Grants allies with Deflection Bonus to AC and Spell Resistance against Evil enemies.
- Energy Drain – Inflict negative levels against a target. You can keep casting Energy Drain against the same enemy since negative levels are cumulative.
When it comes to Damage Spells, you’ll primarily cast Evocation Spells that deal Fire Damage. You automatically receive these from the Red Salamander Ring because you’re a spontaneous caster. The best AoE Spells are Fireball, Fire Snake, and Fire Storm since you’re able to severely damage multiple enemies at once. Meanwhile, you can also cast Hellfire Ray against a target. At Level 19, you hit them with a combination of 6 Fire and Unholy Power Rays. This is advantageous against enemies who are resistant to Fire Damage since you’re still able to inflict Unholy Power Damage effectively.
Additionally, you can choose from a list of damage Spells, which you gain every time you level up. Spells like Arrow of Law, Boneshaker, Holy Smite, Boneshatter and a lot more are available to this Class so feel free to experiment with them as well.
Revelations | Daeran Pathfinder Wrath of the Righteous Build
From Levels 7 to 19, Daeran receives secrets as a result of Revelation. These mysteries provide Oracles with additional bonuses based on their Caster Level. The idea is to first concentrate on healing allies as effectively as possible. As such, you should select the following in this order:
- Enhanced Cures – Improves your healing Spells since the amount of HP you restore is now dependent on your current level rather than the Spell’s description. If you were to cast Cure Moderate Wounds, you’ll be able to heal 2d8+20 HP at max level instead of 2d8+10.
- Combat Healer – Allows you to cast Cure Wounds Spells as a Swift Action so you can cast another Spell in the same turn. Note that when you do this, you’ll spend 2 Spell Slots instead.
- Spirit Boost – Grants bonus HP from overhealing allies. This acts like False Life in that their temporary HP will first be reduced by whatever damage they take.
- Armor of Bones – Grants you Armor Bonuses. You also receive DR/Bludgeoning at Level 13.
Mythic Path | Daeran Pathfinder Wrath of the Righteous Build
You can pick 10 Mythic Abilities and Feats in any order to make Daeran a much more effective Spell Caster. For Mythic Abilities, you should acquire the following:
- Abundant Casting, Improved and Greater Abundant Casting – Increases the number of Spells you’re able to use.
- Second Mystery – Adds Bones Mystery as a prerequisite to Armor of Bones together with Persuasion and Stealth to your Skill List.
- Enduring Spells – Lengthen the effects of your Spells.
For Mythic Feats, you’re going to select the ones that further improve your Caster Level and Checks, Spell DC, and AC, specifically the Mythic versions of Spell Penetration, Spell Focus (Evocation), School Mastery (Evocation), and Dodge. Lastly, in order to ignore Fire Resistance or immunities of your targets since you mostly cast offensive Fire Spells, choose Extra Mythic Ability: Ascendant Element (Fire).
Equipment | Daeran Pathfinder Wrath of the Righteous Build
When it comes to Daeran’s Weapon, you don’t have to equip anything since you’ll be casting Spells all the time. Similar to the rest of the characters, you’ll need to equip the best versions of the Amulet of Natural Armor, Ring of Protection, and Cloak of Resistance to boost your defenses considering how low these are to begin with. As mentioned earlier, make sure to wear the upgraded version of the Belt of Mighty Constitution to increase your max HP.
In terms of Daeran’s Armor, you’ll be capitalizing on his Medium Armor Proficiency to get the most AC possible. However, you’re going to have to be selective with this since your Strength Score is very low. You can easily become encumbered if you wear Armor that’s quite heavy. When you do, you’ll receive a penalty on your Dexterity, thereby affecting your AC. One example of a good Medium Armor is the Mithral Breastplate +1 because it only weighs 15 lbs.
When you reach Level 19, you’ll no longer need to wear Medium Armor since you’ll be using Armor of Bones. Unfortunately, both provide the same Armor Bonuses, which don’t stack. Between the two, Armor of Bones provides you with higher AC. Just remember to activate it prior to the start of any encounter.
Compared to the other Spell Casters, Daeran has the simplest Support Build since you no longer need multiclassing to make him more effective at what he does. From the start, he gains a lot of healing Spells and buffs to help allies fight and defend themselves from different enemy types. You can even select the type of Damage Spells that works best for your playstyle since there are so many to choose from.
Remember that when choosing Feats, it’s essential to prioritize Spell Penetration over Spell Focus. At earlier levels, you’re immediately exposed to demons with Spell Resistances. Spell Penetration helps ensure that you receive Caster Level Check Bonuses to bypass these resistances in order to deal damage fully.
Be careful in casting AoE Spells when allies are nearby as they can easily get caught in the crossfire and die. For instance, with Fireball, you shouldn’t use it unless you’re able to clump enemies together in a single location so as to damage as many of them as possible. Lastly, you can use Cure Wounds offensively against the Undead since they receive the brunt of its damage if they fail their Will Saves.
Stay tuned for more of these Companion Build Guides and be sure to check our Twitch Channel or the Pathfinder: Wrath of the Righteous Wiki if you have questions on the game! What did you think of this guide? Which Companion would you like to see next? Let us know in the comments below!
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