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(Un-) Holy damage are kind of special in that they ignore any DRs. So basically super upgraded version of Lawful / Good / Chaotic / Evil
I'm soloing with one and my, can do it all.
As for DR. It means that anyone with specifically DR X/evil or DR X/lawful or DR X/Chaotic will not subtract the DR X value from your attacks with your weapons. And you can have other traits on top of this, so like if you make your weapon attacks Good, they'll also be those other two.
But lots of creatures don't have DR or don't have DR X/evil-lawful-chaotic, and it only applies to your weapon attacks (not your spells). Plus DR only affects physical damage (aka, slashing, bludgeon, or piercing damage).
And then most oracles aren't really melee focused. I mean, they're better than wizards in melee, but they're not fighters.
Thanks for the reply. (To the first commentor as well)
From what I have seen with Daeren I expect to be rather weak early on if I concentrate on spells (basically just a buff bot) so the plan is to be somewhat melee viable with a reach weapon until my spells become more interesting - ending as some form of caster who isn't completly terrible at melee with the Angle mythic path.
Super high initiative... I mean, I doubt I would need that much, it is more a case of "which of these curses will hinder me the least while giving me something I could use".
The Hellbound one gives fireimmunity (eventually ..) which is somewhat interesting to me, +4 initiative is double the most picked background bonus so that's certainly good and probably allows different choices down the line (skip a feat for example) .. so I am just trying to understand how these actually work so I can start thinking about it.
Weapons being good aligned is a different. Just allows the weapon to bypass the DR, but doesn't change the damage type or affect the damage.
But owlcat...they have weird character building logic for their NPCs.
As for curse, I think it largely depends on your final planned build. If immunity to fire is something you won't have otherwise, then it's great to have immunity to fire.
Personally, I think the Lame Oracle is probably the strongest for this campaign. Immunity to fatigue and exhaustion is a really big deal.