(Bonded Mount) Oracle of Nature advice


Advice


So I am making an Oracle, and am really interested in the Nature mystery. I don't intend to be too offensive with the character herself, but thought it would be cool to have a mount (Likely a horse) that I ride and demolishes enemies while I support it and my allies. The problem I am having is what do I even do or take (For my character AND mount)?

Aside from bonded mount, I was thinking of taking extra revelation at level 1 to get Nature's Whisper's for good AC, though that could be a bit overkill, especially given I only really care for about 3 revelations. Dual cursed seems good. (Mis)fortune could easily save lives. Given I'd be riding around a lot, the secondary would be lame and the primary would be... deaf? Losing Ride would suck though. Another idea that occured to me would to be Seeker. Help to make up for a lack of a Rogue and add some nice flavor

And the mount... I have no idea where to start or to end. Despite never playing a mounted character, I know that having 6 intelligence gives feat options and flips the bird to handle animal, but what should she take? I doubt the campaign will go to a very high level, but I'd still like her to be able to kill at all times, ya know?

Anywho, any advice? Whatever is welcome.

Grand Lodge

Horses are offensive now? To who, Donkeys?

Anyways, check out John Smith, and his totally awesome Horse.


Only 3 revelations from nature? Friend to the Animals, Natural Divination, Nature's whispers plus the Bonded Mount you already named ... which don't you want? Still, mounted combat does take a few feats early on which argues against Extra Revelation. If you do go with an archetype which loses the class skills any number of traits will give Ride back as a class skill though.

3 INT is all you need to let the companion understand your language. You want the Mounted Combat feat ASAP and Ride-By Attack + Spirited Charge reasonably quickly. If you get Friend to the Animals you may want summoning feats later on. Your mount should get Stable Gallop.

A small race lets you get a wolf companion which will be more useful than a horse IMO.

Grand Lodge

The Nature Oracle's Bonded Mount has an Intelligence of 6.

Don't avoid Nature's Whispers, and don't forget how awesome your Horse can be.

Heck, take a dip into Mammoth Rider, and have a HUGE intelligent Horse.


We're playing a homebrew game that is based of The Elder Scrolls. Races, deities, all of that. This unfortunately limits my options and making my horse a God. In a future campaign I plan on running an Asimar Dragoon however.

Avr, you're right. Those are pretty damn good. Usually for classes that allow "Extra (X)" I take all the extras I can. But dat horse doe. Hmm... I may be trying to do too much given my measly feat selection. I honestly wanted more of a Fire Emblem Troubadour character, but with an option outside of buffs. Though summoning would really help do the trick. Gues I just didn't do enough research.

I know I want the mount, that's for certain (It also doesn't have to be a horse, but I want a beautiful white steed), but it fighting may be overkill for our party. In fact, I'll be the only person playing a support role (We have a Fighter, Magus, Ranger, Necromancy Cleric, and 1 undecided).


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OK, medium size only. So, hopefully there's a race in your homebrew which has a bonus feat; assuming so maybe this'd work:

Race feat: Mounted Combat
Feat L1: Ride-By Attack
Revelation L1: Bonded Mount
F L3: Spirited Charge
R L3: Nature's Whispers
F L5: Extra Rev. (Friend to the Animals)
F L7: Some crafting feat
R L7: Natural Divination - use to guarantee success with the crafting feat
F L9: Spell Focus (Conjuration)
F L11: Augment Summoning
R L11: Transcendental Bond - not as good as the earlier revelations but still occasionally handy.

Alternately you could delay Friend to the Animals until level 7 and get SF/Augment summoning at levels 5 and 7, then pick up Trick Riding at 9.

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