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View Full Version : Pathfinder Oracle of wind, and making the most of wind effects in general



Elysiume
2017-04-12, 03:24 PM
I've been eyeing an Oracle with the Wind mystery (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/oracle.html#wind), as it has some fun revelations. Gaseous Form, Invisibility, Greater Invisibility, and flight in convenient increments are strong draws. Wind Sight is also a fun one.

My issue is with the spell list, and not just the fact that it doesn't have Fly. Overall, they look to be some real clunkers. I feel like there should be some cool things you could do with wind, but I'm not seeing many. Controlling Winds (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/controlWinds.html) to push people past and through a Blade Barrier (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/bladeBarrier.html) is a neat trick, but not getting blown around by a hurricane is only a DC 15 strength check, and you need to be level 15+ to not rely on preexisting winds against medium creatures.

The spells that the mystery grants are, in order (at all even levels before 20):
Alter Winds (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/alterWinds.html), Gust of Wind (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/gustOfWind.html), Cloak of Winds (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/cloakOfWinds.html), River of Wind (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/riverOfWind.html), Control Winds (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/controlWinds.html), Sirocco (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/sirocco.html), Control Weather (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/controlWeather.html), Whirlwind (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/whirlwind.html), Winds of Vengeance (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/windsOfVengeance.html)

The only ways that I know of to replace mystery spells are with archetypes, which mostly replace the entire spell list. Dual Cursed only replaces the first three spells, but I don't really want to take on two curses. The other archetypes don't really offer spells that interest me.

The first four wind mystery spells seem very limited in application. The latter five range from decent to good, but involve a lot of saves. They seem to be mostly limited to messing with smaller creatures and making ranged attackers sad. Are there any tricks or synergies that I'm not seeing?

Geddy2112
2017-04-12, 08:58 PM
The vortex spells revelation is also a solid pick if you use a lot of spells that roll to hit for a no save stagger.

One of the big things a wind effect can do is disperse gases-fog cloud, etc. It is also pretty good to defend against swarms and other swarmlike creatures. That said, a lot of lower level effects are situational and the list is underwhelming. You get some decently good blast abilities, so so battlefield control, and hard counters against swarms/gases.

Alter winds is generally not useful, but it can create a wind wall at higher levels to guard doors and the like. It can also point disperse gas or fan flames. Gust of wind is a marginally better version because it is a stronger line blast and can at least knock things over. Cloak of winds is a solid buff if you are up against a lot of archers, and better still in a campaign with guns, as well as constant swarm defense. Unfortunately the air barrier revelation makes it mostly irrelevant. River of wind is good if you can battlefield control, or hit enemies in a line, or block out a dungeon hall(push a bunch of things into a spike pit or something). A 15 on a strength check is not all that easy, even for a strong monster, so control winds creating a hurricane is a pretty big deal. It also negates ranged attacks altogether and hampers movement/sound. Control weather is good for defending yourself in nature, or making weather irrelevant regardless of how bad it is. That said, you can be sleeping in demiplanes at this point.

If you really want the mystery for the revelations, the cleric spell list is still really good in and of itself.

Elysiume
2017-04-12, 11:20 PM
The revelations are definitely the draw for the wind mystery. I'd be taking the haunted curse, so I'd be grabbing Mage Hand, Ghost Sound, Levitate, Minor Image, Telekinesis, and Reverse Gravity alongside the normal wind mystery spells. I was hoping that there'd be something strong or interesting I could do with the early wind spells, but I'm sure that I can shore up the gaps with normal cleric spells until I start hitting the useful mystery spells.

I'm interested in the flame and dark tapestry revelations as well, with dark tapestry having a solid mix of spells and revelations, and flame has some decent blasting mixed with some decent revelations. There are several others that I'm interested in, and who knows when I'll even get to play an Oracle. Maybe I'll just write up an Oracle for every mystery I'm interested in.