Brewer's Guide To The Jargonaut (Words of Power Oracle)
Brewer's Guide To The Jargonaut (Words of Power Oracle)
The Words of Power system is pretty spotty. It doesn't include a lot of the really powerful spells (good luck trying to
teleport your party away from danger). And while some classes can make it work well, others just look... depressing.
And of all the classes, Oracle looks to be one of the most depressing. They don't get a whole lot of decent words, and
what they do get can't really be combined with other words to generate unique effects. Wizards can combine Wrack and
Acid Wave to create a unique debuff, or combine Fire Blast with Lightning Blast to create a blast spell with an extremely
high damage cap. The Oracle? Well... you can combine Resist Energy with a Bull's Strength. Yay.
Words of Power gives all these cool toys to play with, but doesn't give them to the Oracle. The problem is: you're
expecting too much. Let me show you the core of a Jargonaut:
A) Standard Action Summoning
B) The Undeath Effect Word
... that's it. And that's enough to turn you into an exceptionally powerful character. So let's forget about everything that
was lost and build something awesome out of those few gems you did get.
Anyway, the Servitor Spells and the Undeath Effect Word have some important things in common. Neither of them
depend on your spellcasting stat. An oracle with a Charisma of 14 can cast them just as well as one with a Charisma of
34. Neither really want you to spend a whole lot of feats on them - Undeath doesn't really need any, and Servitor just
wants the standard Spell Focus + Augment Summoning. That's two feats to pull off your core spellcasting, leaving you a
whole bunch of feats at your discretion.
This all points to a martial character. You don't need impressive mental stats, so why not pimp out your physical ones?
You have all sorts of feats to play with, so why not take the ones that will turn you into a real martial character?
But not just any martial character. One of my previous guides, the Reach Cleric, exploited the synergy between Attacks of
Opportunity and Standard Action summons. Well, why not do that here as well? Enter the Jargonaut: an Oracle that
spends their turn summoning up something nasty and slices up the enemy during their turn.
A Quick Word on Combat Oracles and This Guide
I'm not going to spend a whole lot of effort going over the various ways you can build a Combat Oracle. Mostly because
it'd just be retyping a lot of the good advice given in a previous Oracle Guide (google "Oracle Guide" and look for an
entry on "Channeling the Cosmos"). If there's anything here you wish was a bit more detailed, I highly recommend you
give that guide a look - it will go over everything in more detail.
Just be aware that there are a few differences between that guide and this one. This guide is focused solely on a polearm
wielding Oracle, so some of the advice on stats, race, mysteries, etc will be unique. For instance some races and
mysteries are marked as being good for "Warrior Oracles", but that's because they give teeth or claws - not something that
really helps you out.
Jargonaut Stats
Your initial stat spread will be pretty tight. Strength is a Primary Stat, but you also want 14 or so in three other stats. This
means that you will be dumping Intelligence and Wisdom pretty low, just to get things to work.
After Racial Stats, you're looking for something like Str 16, Dex 14, Con 14, Int 7, Wis 8, Cha 14. If you've got extra
points to play with, your main focus should be improving Strength or Constitution. If you have to let something suffer,
taking Dexterity down to 12 isn't a big problem.
Your Race
You've actually got strict requirements when it comes to Race. It can't have a Strength penalty. It can't have a penalty to
Dexterity, Constitution, or Charisma unless it has a bonus to Strength.
Take Drow, for instance. It seems like a good deal - bonuses in two tertiary stats and a penalty in the third. The problem
is, that means instead of buying 14/14/14 in those three stats (15 total points), the Drow buys 12/12/16 (14 total points.)
That swap-out is almost completely a wash - it only saves a single point. Getting a +2 to Strength, though, saves a
whopping 5 points.
The two places you should start by default should be Human and Half-Elf. They give you your bonus to Strength and
have nice perks to go with it.
Humans and Their Favored Class Bonus
Humans get an incredible alternative Favored Class Bonus with Oracles: they get to learn an additional spell at the cost of
a single hit point.
However, this is complicated by the Words of Power system. Do they learn regular spells or effect words? This is
something you'll have to talk over with your GM, because there are rules that point either way.
If the GM rules that you get an additional effect word? You should just grab the hit point almost every level. There aren't
that many effect words at each level, and you'll probably have no problem picking up the ones you want as you continue
through your career. About the only exception is the 5 th level, which has 5-7 words worth picking up (and you’ll only
know 4 at most.)
If the GM rules that you get an additional regular spell? Awesome! You're probably going to be picking up a regular
Cleric spell every other character level. Some of the ones you'll immediately want to consider are: Light, Bless, Divine
Favor, Dispel Magic, Prayer, Divine Power, Breath of Life, and Heal.
Your Archetype
The only Archetype you're going to want to look at is Dual-Cursed. In general, the benefits far outweigh the downsides.
Here's what you're looking at:
Bonus Spells. Generally, a trade-down. The 1st level is the most important bonus spell, because that's where the Words of
Power system is lightest for oracles. While Ill Omen is an okay spell, it's definitely not in the same league as Enlarge
Person.
A Second, Non-Improving Curse. This generally isn't a huge issue. The Wasting Curse, for instance, doesn't have a
drawback severe enough that you don't care whether you ever improve upon it. A good starting place for two curses is
Wasting (never improves) and Lame.
Misfortune Ability: Absolutely, positively amazing. Basically reads: your party will almost never have a critical hit land
against them.
Fortune Ability: Quite a bit less impressive than Misfortune, since you can't use it nearly as often. That said, it's still
awesome.
Extra Revelations: Very solid, especially if you're playing a low-to-mid level character - where you'll be agonizing over
which revelations you have to leave until a later level.
Your Curse
Lame. Of all the curses, this is one of the easiest to counteract - it's not terribly difficult to get a speed increase. The 10th
level ability is pretty solid, too, letting you wear whatever armor you want without impacting your strength. This works
really well with Battle Mystery's Skill at Arms Revelation.
Wasting. Probably the "mildest" curse, giving you a debuff in an area you probably won't care about anyway (you're not
playing a party face, especially with a Words of Power Oracle.) This is definitely the "non-improving" curse you want if
you're going Dual-Cursed, since the benefits you get at level-ups really aren't all that impressive.
Tongues. This one isn't too bad, especially if your group doesn't talk a whole lot during combat. The effect goes away
quite a bit at 10th level - at that point, the only restriction is that you can't do the talking during combat (you can still
understand what your partymates are saying.)
Your Mystery
Like I said, I'm not going to go too far into how to build a Battle Oracle. Instead, I'll just point you to the Battle Mystery,
which is probably the best option for a Jargonaut - if you're interested in other options, take a browse through the
"Channeling the Cosmos" guide I mentioned earlier. In general, the Words of Power system really isn't going to change
what makes a "Battle Oracle With A Polearm" good or bad - it's just going to make their spellcasting much more relevant.
The Battle Mystery gives you a number of important things:
- Perception as a class skill.
- Enlarge person as a 1st level spell
- Some really good Revelations.
You should be looking at the Revelations in roughly this order:
1st Revelation: Skill At Arms. This lets you pick up whatever Martial Reach weapon you want, as well as don the
heaviest armors. Although it might seem like you can wait to grab this (nothing's stopping you from starting out at level 1
with a Longspear and Chainshirt), you need to take this before the Weapon Mastery Revelation.
2nd Revelation: Weapon Mastery. Early on, this is just a Weapon Focus feat - but it gets better at 8th, and insane at 12th
(at that point, it's basically three solid martial feats rolled into one.) Still, despite it "only" being Weapon Focus early on,
that's still probably good enough to warrant taking before the 8th level bonus kicks in.
3rd Revelation: Surprising Charge. This is good enough that you might consider taking it at first level, pushing back
Skill at Arms and Weapon Mastery. Getting a 20 ft or 30 ft move as an immediate action is extremely good, and has all
sorts of uses. You can use it defensively, retreating to thwart a charge at you. You can use it protectively, blocking a
charge at the party wizard. You can use it offensively, getting a free Attack of Opportunity. The uses are endless.
4th Revelation: War Sight. Of all the different casters, you're probably the one that minds losing initiative the least,
especially early on. Nothing is funnier than getting ambushed by three bandits... only to kill them all before your turn
because they ran into your Attacks of Opportunity. Later on, though, you definitely want to be summoning things and
getting off the right defensive buffs before the enemies go.
4th or 6th Revelation: Ironskin. This is almost certainly your 11th level Revelation (so it would be 6th if you're Dual-
Cursed; 4th if you're not) This thing lasts around 2-3 hours, so you'll probably be able to do most of your dungeoneering
in one swath. DR 10 is a pretty hefty amount, especially for a skirmisher that doesn't quite have the HP to be a front-liner.
Other Option: Maneuver Master. Want to focus more on tripping? Or Disarming? Then here you go - you basically
get feat lines for free. Don't take it early, because it'll be awhile before your BAB lags far behind your Class Level.
Other Option: Battlecry. A pretty weak option. But if your party has a lot of martial DPS, it might be worth thinking
about taking this 1st level. Mid-levels, though, your standard actions will be too useful to use on this ability.
Other Option: Resiliency. This isn't nearly as good for a Words of Power caster as it is for a regular Cleric/Oracle,
because you don't have a spell named "Heal". Still, it's something to think about for any character that can heal
themselves back up from the brink.
Feats
Again, I'm not going to go too far into the Feats for a Battle Oracle. I'll just brush over the essentials, as well as the ones
that play into the Words of Power system. If you want some more in-depth details, check out the "Channeling the
Cosmos" guide.
Power Attack, Combat Reflexes. These are the core of the martial aspect of the Jargonaut.
Spell Focus (Conjuration), Augment Summoning. These are the core of the spellcasting aspect of the Jargonaut. You
probably want these after the physical aspects, because early on, being able to Power Attack and get additional attacks of
opportunity is going to be a lot better than the little critters on Summon Monster 1 suck even with the buff.
Weapon Focus. If you have the Battle Mystery, you don't want this (because you'll pick it up from a Revelation) but
otherwise, you'll need it.
Toughness. Yes. You will never have enough hit points for what your character wants to do.
Divine Interference. This is such a ridiculous item. Want a feat that says, "Your party will never have a critical hit
landed against them"? Here you go. The point of this feat isn't tossing a spell to give the enemy a penalty; it's simply
forcing them to reroll at all. Suddenly, those nasty /x3 criticals you were dreading are flittered away by a single spell.
Quicken. Okay, if I haven't sold you on Undeath at this point, you can probably see where this is going. The best part is,
since Undeath is such a low level spell, it's not really all that long before you can start using it Quickened.
Improved Initiative. Going first matters a little less for these guys than regular casters, because Combat Reflexes can
help out. Still, going first means you get to summon an ally or place the right buff spell before the enemies move.
Traits
Here's where you have to make some decisions. The big question is: how many traits do you devote to improving
Undeath, versus improving your martial prowess? My advice would be to go with Undeath, simply because that's the
most unique, powerful, and interesting aspect of the class. If so, here's what you're looking at:
Magical Lineage (on Undeath.) This might sound stupid: Undeath isn't exactly Fireball - it's not like you're going to be
throwing out all sorts of Metamagic on it. It's worth it for one simple reason: Quickened Undeath from a 10th level
character. That opens up all sorts of really sick turns - moving into a position, summoning something, reanimating
something, and then getting 3 attacks of opportunity on the enemy's turn.
Missionary. This is a campaign trait, so you'll have to check with your GM; I'd say that it's not available for PFS, but
then again, neither is Words of Power. This gives you a +1 to your caster level of Undeath (and two other spells.) This
might sound silly, but it makes it more likely that Mass Undeath will be able to resurrect two creatures instead of one, or
three instead of two.
... and if you're interested in regular traits?
Reactionary. A great place to start, giving you a mini-Improved Initiative.
+1 To A Save Traits (like Deft Dodger.) Another good place to start. They're not exciting, but they're definitely good.
The Spells
Cantrips
Cantrips are the biggest disappointment of the Words of Power system. Mainly because you don't have any source of
illumination.
After the disappointing 7th level (only two words, one of which is
worthless), the 8th level is a bit of a surprise - aside from the always-nice
Servitor, there are three excellent words to learn here. Dimensional Gate is
solid, Negation is incredibly potent, and you get one of the best resurrection
spells in the game here (better than True Resurrection, because it doesn't cost
a copper and it only takes a standard action.)
Best Words to Learn: Life Touch, Negation, Dimensional Gate, Servitor 8
Alignment Aura. This spell is an outright joke. Spell Resistance 25? By
the time you cast this, you'll be level 16, so that's actually not that impressive
(Resist Arcana will get you, minimum, SR 28 by the time you cast this.)
Getting +4 to AC? And dealing very minor damage if someone hits you? In
an 8th level spell? For reference, you can get almost the same effect with
Resist Arcana + Alignment Shield + Enhance Form - and that's only a 7th
level spell.
Dimensional Gate. Summon a gate to whatever plane you wish.
Life Touch. This is your golden spell. Basically, raise people from the dead
in fighting condition, with no material cost, at range, while only giving them
a single negative level (which will even fade away after 24 hours.)
Negation. Utterly, stupidly good. Anti-Magic Field was already one of the
best spells for dealing with some nasty stuff in the higher levels. Now
instead of casting it and sacrificing your spellcasting, you create an area
burst (aka, you can arrange it so that you can still do spellcasting
afterwards...)
Rumble. A pretty minor effect for an 8th level spell.
Servitor 8. Probably not. Even if you're a 20th level character, you're
probably only going to know 3 words at this level. More importantly,
Summon Monster 8 has one of the weakest lists - and you can't use Servitor
8 to summon multiple monsters off a different list (the closest you can do is
use the Boosted Selected word on Servitor 5 - but that doesn't depend on you
knowing Servitor 8.) There are only two outsiders and the elder elementals
on the list - none of which can match the usefulness of At-Will Wall of Ice
from the Bone Devil a level earlier. So... no, you're probably not going to
learn this Servitor spell, making it the only Servitor you don't learn besides
the early level ones.
Unmake, Mass. Dispelling really sucks in the Words of Power system. You can't target "effects", only the recipients of
the effect (yes, that's right: under Words of Power, you can't dispel a Wall of Flame unless you toss the fighter into it
first...) That said, a Mass Unmake is actually a pretty decent option. You run up against a group of enemies that have
magical boons on them, and throw one of these out. You can target 16+ enemies, and even if they succeed on the saving
throw, all that means is that you only get a chance at dispelling one spell (instead of them all.)
Metamagic: Quickened Mass Alignment Shield. Not something you’ll want to do all that often, nor is it something you
were working towards when you took Quickened Spell. That said, this option is there, and might be incredibly useful in
niche battles.
Metamagic: Quickened Mass Energy Resist. Another one of those niche options. Useful when it’s needed.
9th Level Spells
Although there aren't many options at this level - 3 words and 2 decent combos - those options are good enough that you'll
never be unhappy. Although in a vacuum, Repulse is better than Servitor 9, you’ll probably learn Servitor 9 first (because
you probably won’t know Servitor 8; see that section for the reasons why.)
Best Words to Learn: Servitor 9, Repulse, Catastrophe.
Catastrophe. A nice effect, but not one that's worth a 9th level slot. Although a 20th level Oracle would learn this word,
it's something they'd probably never cast.
Repulse. Oh, yeah. Not only is this Reverse Gravity, but take a look at what Boosting does for the word: you can specify
a dozen or two creatures that aren't affected by the spell. So you can use it like Reverse Gravity, isolating out a clump of
enemies that will be out of the battle for the foreseeable future. Or you can use it defensively, casting it around your party,
pretty much making it impossible for melee/ranged enemies to do anything to them.
Servitor 9. Absolutely. This makes up for the lackluster Summon Monster 8 list with some really excellent options. First
on the docket is the Trumpet Archon, which is basically a 14th level Cleric - that includes two casting of Heal, two
castings of Mass Cure Serious, a Raise Dead, and a Plane Shift. The Glabrezu is no slouch either, with an At-Will
Reverse Gravity and Dispel Magic. The Ice Devil has the same Ice Wall'ing ability of the Bone Devil. And the
Nalfeshnee has an at-will Greater Dispel Magic and Feeblemind, making him an excellent anti-mage summon.
Life Touch + Purify. Life Touch is already amazing. If you're in combat, though, it might be worth the extra level to also
remove the nevative level (this will also heal them for 5, since negative levels reduce HP by that much.)
Life Touch + Elder Cure. Probably not better than the Purify option. Instead of getting them back up at half hit points,
you'll get them at about 2/3 their hit points (more, if they're not a front-liner.)
Metamagic: Quickened Stone Wall. Not really what you want to be spending your 9th level spell slots on. That said,
Quickened Stone Walls are pretty good.
Metamagic: Quickened Mass Undeath. Usually, you can make do with a regular Quickened Undeath. That said, when
you really need the power, you’ve got this available. Also, if you’ve taken Magical Lineage, and your GM rules that it
applies regardless of whether you boost the target word, then this would actually be an 8 th level spell.
Guides by the Author
You may have to download this PDF before you can click any of the following links; sometimes PDF sharing sites don't
allow hyperlinks within their documents.
Brewer's Guide to the Reach Cleric
Shadow Conjuration - Guide and Reference Manual
Shadow Evocation: More Than Just Blasts (A Guide)
Thus She Spoke: A Words of Power Sorceress Guide
Brewer's GM Guide to Campaign Design
Brewer's GM Guide #2: Session Structure
Brewer's Guide to Undeath - A Necromancer's Handbook
Brewer's Guide to the Blockbuster Wizard