The Warrior of the Holy Light works differently than I had expected (i.e. it's not that you trade being able to cast and wand for being able to glow all day with side effects and more lay on hand -- shining actually costs lay on hand which is the opposite of what I want.)
The Community Guardian is sort of fun, I appreciate the perception skill a lot - but that up to +5 to a skill check for an ally is sort of limited by the "within the round"... though with aid another +4 due to helpful halfling that's +9 (plus 8 really since we're a small party), and for some things that can make quite a difference. Though I'm sill gathering ideas for creative uses. I'm thinking I could get the GM to agree to have this effect last for as long as the spirit of the community focuses on that. Such that for example a diplomacy effect where the entire group sends vibes of "We're behind you, Partyface!" works.
Paying those feats for extra revelations to buy this archetype really hurts now that I realize I would love to spellcast heals without provoking and to channel positive energy... -- but then again I got those feats in trade for Drawbacks, so it was only really permitted because of how good it fits. Still the drawbacks are quite severe sofar. Not being able to run very fast sucks (since I don't have a mount yet). But it's also interesting to play.
Stacking heal bonuses is amazing. The life link was the single reason we didn't just have a total party kill last time we played.
Real mild Jade Regent spoiler this time
A samurai skelleton challenged our Battle Oracle and knocking him into the minus, then the life link would get him just into the positives and so he was able to do some damage between laying around on the ground. A lucky heal to the skelleton's back (11 hp!) ended the fight, after we had been slashing at it for a while now.
My HP being 10 meant I was able to heal two rounds and then self heal once (cause I rolled really good, and have +5 to self heal, so usually result was full health).
First level play is exciting! We're so squishy!
I loved the dream feast spell, since we're going to be travelling a lot and no one has good survival skills -- but I haven't used it yet in case I want to change it for some other spell. What is your favorite non-evil oracle lvl 1 spell?
I got the GM to agree to leave me some space for developing the characters stats as part of the story. I'm still super undecided for stats... Stats currently are 12, 12, 14, 12, 7, 17 -- by level 3 (when the Oradin starts being a true Oradin) I have to have all the stats finalized. All the stat development that is very notaceble in Game needs to come with some fluff for what's happening.
He's currently under nourished from traveling, so if he's much stronger or dextrous normally that might come back a bit, and he can train a bit to grow to the new challenges he's facing. - He might get some common sense with the kind of things they're doing right now, though it's my only true dump stat. He will definitively gain more charisma, as he has the potential for it but is still insecure from his inexperience. Being involved in the killing of "powerful" enemies and in the company of a hot teenage dwarf sorcerer who has a crush on him and seems to actually care about him is definitively bolstering that a bit.
He's a halfling, he's not going to be very strong without heavy investment. I wanted him riding in heavy armor (thus shining knight to not have armor penalty towards riding) thus dex isn't all that important... with his high aid another I want him helping out a lot, which just requires beating DC 10, so he should be fine most of the time just from high BAB (and small size). With Smite he should be able to fight well when it truely matters. -- I could give up shining knight for higher dex/light armor/actual riding skill and an oath of vengence... hm.
I guess this is in the wrong forum since it's really rather characterbuilding in general than min/maxing...
Does anyone know a better place to post it? Or is it my confusing spoilerforest that keeps this from getting answers?