Wave Oracle advice


Advice


I'm getting ready to play in a Skull and Shackles game (Yaaaarrrrr!) and I've decided on playing a wave oracle; it's the first time I've actually thought that it would be beneficial to play one.

Because there are only two other players besides myself, we get to start with a 25 point buy.

The main issue I've seen with the Wave Oracle is the Freezing Spells revelation, which seems to be one of the most powerful, yet useless, revelations, since as far as I know, there *aren't* any cold based clerical attack spells.

With that in mind, I have decided on taking the Ancient Lorekeeper achetype as either an elf, or a human with the Racial Heritage feat; I'm leaning towards human, because the extra spells from their favored class option would allow me to pick up some neat utility magic.

Does anyone have any advice on playing a Waves Oracle, and on which wizard/sorcerer spells I should pick up? Thanks :)


I've gotten a lot of mileage out of the combination of Obscuring Mist and the Water Sight ability they have. Pick up a reach weapon and start attacking people with full concealment for yourself. Wall of Ice does cold damage if they break through and Holy/Unholy Ice and Cold Ice Strike are also available, albeit at higher levels.


Hey!! I"m getting ready to play a skulls and shackles game also!

Anyways I"m making a Barbarian/Oracle of Battle.... I was going to do the Oracle of Waves with the Obscuring mist and Water Sight ability (so you can see through your own obscuring mist) until I found out this:

From the Skulls and Shackles Players Guide on magic spells (and how they affect ships,ect)

Blade Barrier, Cloudkill, Fog Cloud, Mind Fog, Obscuring Mist, Pyrotechnics, Stinking Cloud, Storm of Vengeance: The effects created by these spells do not move with a ship.

Also a 11+MPH wind can make the obscuring mist last only 4 rounds and a 22 MPH+ wind can kill it in 1 round... The seas tend to be windy.

This ability is pretty much useless on a ship... but the character concept can still be fun,ect


Lord Tsarkon: Hmmm, I didn't think of that. That definitely kills one of the more appealing aspects of the waves oracle. While I'm sure there will be times that the tactic would work, I can see the constant wind being an issue.


You could take a dip into Sorcerer and grab the Marid Bloodline so that all your attack spells deal Cold damage if you want.


mplindustries wrote:
You could take a dip into Sorcerer and grab the Marid Bloodline so that all your attack spells deal Cold damage if you want.

That's true, but it's something I'd like to avoid; oracles and sorcerers are already suffer late spell progression. Multiclassing would make it worse.


I just got out of a campaign playing a Waves Oracle, so let me tell you, they have more going for them than the whole "fog up and beat people" thing. Honestly, they do get excessively better at higher levels (especially when you can Cold Ice Strike as a swift action, slow 2-3 baddies then baleful polymorph another guy with Punitive Transformation). They make good debuffers in general because of the above abilities. Fluid Travel and Water Form in an aquatic setting are awesome. Nothing like turning into a water elemental, blending in with the ocean on the side of the ship and then debuffing people from a safe distance or swimming under the enemy ship and knocking holes in it. Blizzard is a deadly ability if people are already making the ground slippery. The acrobatics DCs for several squares go up by a lot, meaning you can knock over a few enemies decently easily, plus they take a bit of damage and can't see. I'd say the build has enough tricks to be fun, plus you can't be on a ship all the time, meaning Obscuring Mist is useful. Plus you can always take the fight below decks...


Hey Crowley, long time, no see. Now that you got promoted, what say I take over your old gig?


Crossroads Demon wrote:
Hey Crowley, long time, no see. Now that you got promoted, what say I take over your old gig?

Cheers, mate. Now that I'm King of Hell, I suppose someone has to do the job.

Grand Lodge

Have you considered Aasimar, with the Scion of Humanity alternate racial trait, and the Racial Heritage feat?


blackbloodtroll wrote:

Have you considered Aasimar, with the Scion of Humanity alternate racial trait, and the Racial Heritage feat?

I did consider it, but alas, my DM doesn't like us playing "weird races." He's very much, pro-core when it comes to character race. Which makes me cry, because some of the races have a lot to offer.


Just an idea:improved eldritch heritage(arcane) may let you take some sorcerer/wizard spells that are cold-based,so I know that's at 11th level but it may help and just remember that at level 11 you get a revelation,why not the one that works with cold spells? And eldritch heritage arcane(arcane) and the improved familiar feat would let you take a water elemental as a familiar which would be fine!

Grand Lodge

Elves are from another planet.

Gnomes are from a more extreme first attempt at the material plane, and can literally die of boredom.

"Weird Races" huh?


blackbloodtroll wrote:

Elves are from another planet.

Gnomes are from a more extreme first attempt at the material plane, and can literally die of boredom.

"Weird Races" huh?

"Weird" as in non-standard, apparently. Wait, the elves are from another planet?!

Grand Lodge

Elves are from the planet Castrovel, in Sovyrian, and traveled to Golarion via interplanetary gates (known as elf gates).

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