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Lore Oracle Build Advice
Lore Oracle Build Advice
1E Player

I've recently made a post about some questions I had regarding building an Oracle, and I finally made some choices:

Human Lore Oracle

Aboleth Curse

Ancient Lorekeeper archtype (despite not being an Elf, my DM allowed me to get this)

Stats:

14 Str

10 Dex

14 Con

10 Int

10 Wis

16+2 Cha

Revelations:

1st Sidestep Secret

3rd Lore Keeper

5th Brain Drain or Think On It

7th Mental Acuity

Bonus Feat: Noble Scion

But despite having a lot of things figured out, I'm still at a loss for some feats and spells.

I also don't know if I should be a backline caster with a crossbow for the first few levels or a frontline melee caster helping my Fighter and Vigilante.

Considered Feats:

Healer's Hands

Skill Focus (Bluff)

Improved Initiative

Steadfast Personality

Reach Spell (Metamagic)

Considered Spells:

Bless, Lesser Restoration, Spiritual Weapon (I will use Cha instead of Wis), Haste or Fireball via Elven Arcana.

Any advice about which feats and spells I should get or about how to be useful in general would be most appreciated.


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Foundry vs Fantasy Grounds vs Other VTTs
Foundry vs Fantasy Grounds vs Other VTTs
1E GM

It's been a couple years but I GM and play in PF1e games and want to get back in to it. In the past I've used Roll20 at one of the paid tiers, and it wasn't too terrible aside from the usual issues of a browser-based VTT and the fact that it's a subscription. Now though, I'm looking at Foundry or Fantasy Grounds (FG) as a potentially better and cheaper overall option.

I've watched a lot of YouTube videos and read blogs and posts about VTT comparisons, but I still have questions about Foundry and FG that I think go a little deeper than the usual "What VTT is best?" posts that pop up every so often.

And yes, I realize that both Foundry and FG have free demo versions, but I'd rather just get info from experienced people and choose an option that I just stick with through the learning curve rather than jumping back and forth to figure out which I like better.

My gaming group:

All have played a couple of short modules or PF scenarios in Roll20. 1 member also likes to GM and really tinker with prepping, and would probably be happy to also learn a more complicated VTT like Foundry or FG. The rest would most likely prefer to be players and have a smoother experience than Roll20 can be at times. Namely character sheets that work/work better than Roll20 and an easier way to throw bonuses, conditions, buffs, debuffs, etc onto their character on the fly.

Me:

I enjoy tinkering and prepping campaigns a fair bit, but I stick to pretty much only published content. If I do any homebrew it would be with published content mixing and matching rather than completely new content I've made up. In Roll20 I was happy to make maps and tokens and set up lighting manually, but the character sheets never played well with our PCGen sheets and I didn't want to deal or pay a higher tier price to enable macros.

What we're looking for:

And easier way to incorporate conditions, buffs, debuffs, etc on the fly in a game. We love Mathfinder but that nitty gritty aspect is a bit too much for us to want to pause a game for to figure out.

A VTT that works well for top down battle maps and 2D scenes. Itd be nice if we could also make the 2D scenes a bit more dynamic with movement and transitions in an easier/more intuitive way than Roll20 if possible, but thats a secondary concern.

A VTT that is easy for the players to jump into a game with, even if there's a short tutorial to get them familiar with the UI compared to Roll20.

(Can be persuaded on this one) I like the idea of a locally based game/VTT rather than the browser based ones, which is one of the reasons Im looking at Foundry and FG rather than Toll20 and Owlbear Rodeo.

Questions:

How is the player experience side of Foundry and FG? I know both are free for players but are both very minimal learning curves from the players perspective? And this is in regards to the UI, modules, character sheets, etc. Basically, is all the heavy lifting on the GM and the players can just hop on and learn the basic UI in the game without having to fumble around with coding or obnoxiously hidden aspects that you'd want in a PG1e game?

Since FG is free for the full program (correct me if I'm wrong, but thats my understanding) does that shift the balance between the $50 one time purchase of Foundry for GMs and free FG for GMs now?

How painful is the port forwarding aspect of Foundry for someone who dabbles in some aspects of coding/tech but is very much not an IT or programmer?

Both Foundry and FG have steep learning curves according to everyone, but is one definitely harder to grasp than the other? Hoping to get a perspective from someone who has thoroughly vetted both for awhile.

The economy is in shambles and I am very poor so I generally avoid any and all purchases (the $50 one time Foundry purchase is doable). I have no issue doing a bunch of grunt work making maps, tokens, tweaking stuff as needed, but is Foundry or FG better for free content thats ready to go for PF1e (general content like bestiaries or specific scenarios/APs)? My understanding is that most stuff in Foundry is free and the general stuff in FG is free but you pay for APs and other books?

Is the sleeker/more modern look of Foundry that big of a factor when looking at FG's UI?

I code in R for stats and I dabbled with Java a decade ago, so coding isnt completely foreign to me. Is Foundry's coding (Java/HTML) more intuitive than FG's (Lua and XML) for a non-programmer?