Should I dip sorcerer on my Winter Oracle?


Advice


This isn't my first caster, but this is the first time playing an oracle. This is starting at level 2, but after seeing the low amount of cold damage spells on the oracle list (not even ones with saves either), I figured why not try a elemental sorcerer dip, and use the blackened curse to try to expand the amount of spells that fit the flavor (and the use of freezing spells).

My only concern is that I delay the slot progression of the oracle even more than it already is from prepped casters (to the point of matching the war priest).

I know the mystery seems centered around battlefield control, so I guess while I will be a slot tier behind the witch at all times as opposed to occasionally, I'll at least be able to slow enemies more often, and sooner. Still, is it better to simply wait for the bonus spells to kick in instead of dipping?


I don't really see a point to your dip. That one level will quickly be outclassed and the level you're missing will hurt more and more as the game goes on

Silver Crusade

The only reason you should dip sorcerer is if you are looking to be a blaster type.

If you do this, go for cross-blooded sorcerer and pick up Orc/Draconic bloodlines for +2 damage per die for your cold spells.

Do remember, their are rules for creating your own spells, such as a fireball that is actually acid.

other than that, the dip is likely more harm than good. As an oracle, your primary concern will likely be supportive spells, (heals, buffs, and only a sprinkling of damage spells) usually without clear intent on where to take the character.


rorek55 wrote:

The only reason you should dip sorcerer is if you are looking to be a blaster type.

If you do this, go for cross-blooded sorcerer and pick up Orc/Draconic bloodlines for +2 damage per die for your cold spells.

Do remember, their are rules for creating your own spells, such as a fireball that is actually acid.

other than that, the dip is likely more harm than good. As an oracle, your primary concern will likely be supportive spells, (heals, buffs, and only a sprinkling of damage spells) usually without clear intent on where to take the character.

I believe creating your own spells is really the purview of the GM, not the player. Wizards may be a partial exception.

But no, don't multiclass sorcerer.


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Elemental spell (cold), probably via a metamagic rod is a better way to get your spells doing cold damage IMO.


I guess I'll have to just wait for the bonus spells then. For some reason the guide I looked up rated this mystery as quite strong, but I guess it's just something that kicks in later on.

Silver Crusade

what game is it for? An AP? if so which one?


4th level and/or when you can afford a 3 000 gp metamagic rod isn't that late. That said, anything which binds you firmly to one element has an Achilles heel which could be really annoying, I wouldn't rate the winter mystery that highly.

Grand Lodge

I think keeping solo classing is better. Having an extra effect to cold spells are nice but have a lower efficiency than keeping the solo classing.

The oracle can decently control the battle on self. As avr says, any opponent who is resistant to control and/or cold makes the concept weaker, and it's not uncommon. Whichever guide rates it highly should suffer a grain of salt - they often forget to foolproof and often talk theory only. Maximum potential vs keeping a more generalistic but versatile control, I'd choose the latter.


It's not an ap, but a homebrewed campaign in a homebrewed world.

And to be honest, one of the main reasons I was interested in it was because the revelations were interesting and thematic. I know it has an achilles heel, but if it stops me from overshadowing others, I'm fine with that ( or at least I think I'm fine with it). It'll give scenarios where others shine. And the guide that rated it well was called "Bell, book, and candle".

That being said, maybe I should consider a melee route. Swap blackened for a different curse, and take "shooting star" style? I'll have to figure out how to become proficient in star knives though. I wonder how my friend got it on his whimsy oracle


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I ran a Winter Oracle once and it was fine. Waiting until Level 4 for Frost Fall is a little bit painful, but I took Shooting Star to be passable in melee until that point (I got proficiency with the Half Elf Ancestral Arms trait, but I think Humans have a racial trait of their own).

I also opted for the Spirit Guide archetype, to get the Waves Shaman Spirit. I could still use Rime Metamagic to Entangle enemies, and Benthic Metamagic to knock enemies prone with Crashing Waves. it was a pretty good battlefield control caster. Might not be your think, but its worth considering and Benthic can change your cold spells damage type if required.

You could try the Elemental Imbalance Oracle Curse if you want to pick up extra spells (like Chain Lightning or Freezing Sphere).

I wouldn't really recommend dipping Sorcerer though. A sorcerer dip is ok for extra blast damage, but in all honesty I'd play to the Mystery's strengths and stick to battlefield control with Rime / Benthic / Dazing Metamagic options over pure damage.


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BluLion wrote:
I guess I'll have to just wait for the bonus spells then. For some reason the guide I looked up rated this mystery as quite strong, but I guess it's just something that kicks in later on.

Remember that guides usually only rate according to other options. The Winter mystery is a very good choice for a blaster oracle, but only compared to other oracles, not, for example, compared to a blaster sorcerer.

BluLion wrote:
My only concern is that I delay the slot progression of the oracle even more than it already is from prepped casters (to the point of matching the war priest).

I might go against conventional wisdom, but I wouldn't worry too much about this as a blaster (+controller) oracle. There simply is no point in getting higher level spell slots, if your fundamental strategy isn't pulled off properly in the first place. Especially after you get Fireball(cold) there is little awaiting you at higher spell levels that makes your principle tactic that much stronger. In other words: Worry more about achieving your caster's goal than hoping a higher level spell does it for you.

Your primary concerns are damage, which you can usually increase by additional caster levels, and control, which requires a good DC.

If you dip sorcerer, I recommend the Crossblooded archetype and the Boreal, Div, Arcane, Orc bloodlines, depending on DC/damage preference. Also, make sure to get the False Focus feat later in this case.

However, I'd say you should also take one of these Oracle archetypes:

At high levels the Seeker archetype is wonderful, but it's too weak at lower levels, so probably not a good choice.

The Dual-Cursed archetype is very powerful, but it would eat your first 3 bonus spells -- Endure Elements, [i]Frost Fall, Sleet Storm -- although they are weak spells anyway; Frost Fall is the only useful one for you , but its debuff effect is wasted since you slow enemies anyway. So Dual-Cursed is a good option, and it helps landing spells with DC on bad guys.

The Spirit Guide archetype offers some flexibility and even adds some useful spells depending on the spirit. The Waves spirit's Crushing Waves would add nicely to the Winter mystery for cold+water spells. Most importantly, the Lore spirit can help you get those icy sorcerer spells you wanted [Snowball, Flurry of Snowballs, ...] in the first place -- which is why I recommend this archetype as best for you.

If you're somewhat decent with any (ranged) weapon, you can try the (Un-)Holy Ice Weapon spell to trigger your special effect; a whip is effective this way.
If there's another way of getting spells for you [FCB, ...], Winter Grasp is good too.
If you intend to use a lot of metamagic feats on your spells, Eldritch Heritage: Arcane bloodline can help you avoid the longer cast times.


Theaitetos wrote:
BluLion wrote:
I guess I'll have to just wait for the bonus spells then. For some reason the guide I looked up rated this mystery as quite strong, but I guess it's just something that kicks in later on.

Remember that guides usually only rate according to other options. The Winter mystery is a very good choice for a blaster oracle, but only compared to other oracles, not, for example, compared to a blaster sorcerer.

BluLion wrote:
My only concern is that I delay the slot progression of the oracle even more than it already is from prepped casters (to the point of matching the war priest).

I might go against conventional wisdom, but I wouldn't worry too much about this as a blaster (+controller) oracle. There simply is no point in getting higher level spell slots, if your fundamental strategy isn't pulled off properly in the first place. Especially after you get Fireball(cold) there is little awaiting you at higher spell levels that makes your principle tactic that much stronger. In other words: Worry more about achieving your caster's goal than hoping a higher level spell does it for you.

Your primary concerns are damage, which you can usually increase by additional caster levels, and control, which requires a good DC.

If you dip sorcerer, I recommend the Crossblooded archetype and the Boreal, Div, Arcane, Orc bloodlines, depending on DC/damage preference. Also, make sure to get the False Focus feat later in this case.

However, I'd say you should also take one of these Oracle archetypes:

At high levels the Seeker archetype is wonderful, but it's too weak at lower levels, so probably not a good choice.

The Dual-Cursed archetype is very powerful, but it would eat your first 3 bonus spells -- Endure Elements, [i]Frost Fall, Sleet Storm -- although they are weak spells anyway; Frost Fall is the only useful one for you , but its debuff effect is wasted since you slow enemies anyway. So Dual-Cursed is a good option, and it helps landing spells with[/i]...

I've considered spirit guide, but I have never considered Lore spirit for Arcane enlightenment. How does that work for spontaneous casters? It seems like it was meant for prepped casters.


BluLion wrote:
I've considered spirit guide, but I have never considered Lore spirit for Arcane enlightenment. How does that work for spontaneous casters? It seems like it was meant for prepped casters.

Depends on who you ask. :D

Everyone agrees that it's a grey area.
Pretty much everyone also agrees that it doesn't cause any harm to allow it, i.e. it isn't overpowered for an oracle, since it's ok for a shaman with wandering spirit too.

RAW, some say that an oracle needs to find a way to prepare spells in any way to use it, e.g. getting the Versatile Spontaneity feat or something.
However, I would not recommend using the Spirit Guide archetype with too much focus on RAW, because it is a very poorly written ability: For example, strictly according to RAW, an oracle doesn't lose a spirit's hex when it selects another spirit the next day. So going RAW would make Arcane Enlightenment even weaker, but make the Spirit Guide insanely strong on the other side: You could have 1 hex from each spirit permanently.

So rather go with RAI, and RAI oracles should be able to use Arcane Enlightenment.
Don't overestimate the power of this hex though, as it has two huge drawbacks: a high WIS requirement and a high INT requirement, two of your dump stats! You can only learn (WIS - 10)/2 spells and you need an INT score of 10 + spell-level to cast that spell. For example, to learn Snowball and Flurry of Snowballs, you need WIS 14 and INT 12; add Fireball and you're up to WIS 16, INT 13.
Depending on your stats/race & equipment this might be hard or easy to pull off, but it has definitely a steep cost to learn those spells.

p.s.: In case your GM decides to go RAW, then I recommend you get a scroll/wand of Imbue Hex and give some of the hexes away that you get from your spirits; you'd have 17 powerful hexes, so give some to party members, e.g. Cinder Dance (Flame) and Thunderfoot (Mammoth).

Silver Crusade

Two suggestions:

* At 4th level get the spell Winter's Grasp. Better than Frostfall yet serves the same purpose. Apply Rime Spell metamagic. Works great.

* Dip one level of Wizard and choose the Admixture School. Now you can make ANY damaging spell a [COLD] spell. Way better than a Sorcerer dip. My favorite is [COLD] Burning Hands, but there are lots of others. This approach drastically improves Spell Specialization, too!


Magda Luckbender wrote:
At 4th level get the spell Winter's Grasp. Better than Frostfall yet serves the same purpose.

That spell is only available to druids, hunters, shamans, and witches.

Magda Luckbender wrote:
Apply Rime Spell metamagic. Works great.

All his cold spells already debuff the enemy with the slowed condition; adding the entangled condition has little further debuff effect.

Magda Luckbender wrote:
Dip one level of Wizard and choose the Admixture School. Now you can make ANY damaging spell a [COLD] spell. Way better than a Sorcerer dip. My favorite is [COLD] Burning Hands, but there are lots of others. This approach drastically improves Spell Specialization, too!

An oracle's INT modifier is probably very low, so using the Admixture power 3 + INT modifier times a day is super weak for a blaster oracle. The sorcerer bloodline arcana (Elemental, Marid) lets you do the same thing an unlimited amount of times (and it's not even a supernatural ability).

Sovereign Court

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Theaitetos wrote:
Magda Luckbender wrote:
Apply Rime Spell metamagic. Works great.
All his cold spells already debuff the enemy with the slowed condition; adding the entangled condition has little further debuff effect.

Slowed (per the Slow Spell) and Entangled do two almost completely different things. Penalties stack except from the same source (like afflicted by slow twice). Slow is Staggered(1 action), -1 AC/Ref/Attack and Half Speed. Entangled is Half Speed(and can't run or charge), -2 Attack -4 Dex.

I'll give you that halving your speed twice is close enough to the same penalty. So combined: Staggered, 1/2 Speed(can't run/charge), -1 AC/Ref, -3 Attack, -4 Dex(which affects AC&Ref & maybe Attack).


Firebug wrote:
Slowed (per the Slow Spell) and Entangled do two almost completely different things. Penalties stack except from the same source (like afflicted by slow twice). Slow is Staggered(1 action), -1 AC/Ref/Attack and Half Speed. Entangled is Half Speed(and can't run or charge), -2 Attack -4 Dex.

Run and charge are full-round actions, so they are already impossible due to the slowed debuff.

The cost of adding Rime Spell:
As a spontaneous caster adding metamagic to a spell turns a casting time of 1 standard action into 1 full-round action.
The spell eats up a +1 higher level spell slot.
Learning Rime Spell costs 1 precious feat.

These costs are way too high compared to the negligible debuff effect.

Compare that to the other option I mentioned as a Spirit Guide oracle: add the Crashing Waves hex with the Waves spirit and now a cold+water spell like (Flurry of) Snowball adds the slowed debuff and knocks the enemy prone: The bad guy is now left with the option of either standing up (move action) or attacking from prone (-4 melee attack, no ranged attacks). That's how to increase the debuff burden properly, and it merely costs 1 hex, no feats and no additional casting time.

Sovereign Court

I'll grant you Run, but you can certainly charge when Staggered. Its in the charge rules, and around where I am its commonly referred to as a partial charge.

Charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.

Why not also entangle the enemy in addition to prone and slow?

In general though, I do like Spirit Guide, its just unfortunate that it doesn't stack with Dual-Cursed(Misfortune is strong), Shigenjo(Ki Pool shenanigans), Pei Zin(single class Oradin) or a number of other useful archetypes.

Other options: Chilling Amplification, though I don't think its actually good. Prevents 5' steps though so might find some use.

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