"Conduit of Wrath" Oracle Archetype: An Oracle with Kineticist Features (Heavy WIP)


Homebrew and House Rules


While most Oracles have an unclear purpose gifted with their powers these oracles are very clearly gifted with immense destructive powers as an agent of divine wrath on the mortal plane. Whether carelessly created or given a specific mission, these oracles throw fractions of their Deity's apocalyptic strength at their adversaries.

I had inspiration for this Archetype for awhile and only after alot of drafting and lore-work do I have the current draft of the project.

Dropbox and Paizo.com don't really work together so I'll just post the whole thing here.

Unlike other Oracles the Gods have made you as an expression of their destructive side, a tool to exert their might in a physical but still Mortal form and destroy those that threaten what they stand for; however this power is taxing to control and is a burden in and of itself when exercised.

Angry Eyes: You are barred from choosing the Clouded Vision Oracle's Curse; as an Agent of Wrath on this mortal plane the inability to anticipate or pursue those who would undo your Deity's work is counterproductive to your Deity's wishes. This restrict's your Oracle's Curse choice.

Hostile Soul: You give off an unnatural aura which causes certain detection spells to detect you as the following: Any creature that can see Auras or Alignments sees you as both Good and Evil aligned in a swirling aura of both moralities. If you are Good aligned you are still detected by Detect Evil despite your alignment due to the innate wrath your power channels. Spells that detect Outsiders automatically detect you. You give off an aura of strong Abjuration if looked at with Detect Magic.

Wrathful Force: You gain several Class Features from the Kineticist class, however any instance of its class abilities that use Constitution instead use Charisma to determine their effects; you also treat your Oracle level as your Kineticist level for determining any ability choices available including their effects unless otherwise noted.

Elemental Wrath: You gain an Elemental Focus and a Kinetic Blast Wild talent corresponding to your chosen element like a 1st level Kineticist, however your choices are meant to coincide with the concepts of divine wrath and as of such you are barred from choosing any physical choice of any element except the Telekinesis option with Aether. Unlike a Kineticist, Void is an available 1st level Elemental Focus. This replaces your Mystery and Revelation gained at first level. You do not gain your Element's Defence Wild Talent and your effective Kineticist level for your Kinetic Blast is equal to half your Oracle level.

Wrath Casting: You choose a Witch Patron corresponding to the element of your Elemental Blast, you gain the spells listed as bonus spells at the appropriate levels. Your choices are as follows:

Cold: Space, Vengeance (all spells that deal damage lose their normal elemental descriptor and gain Cold descriptor and deal Cold damage), Winter.
Electricty: Storms, Light (all spells that deal damage lose their normal elemental descriptor and gain Electricity descriptor and deal Electricity damage), Agility.
Fire: Light, Summer, Veangeance.
Negative: Death, Entropy, Shadow.
Telekinesis: Boundaries, Ethereal, Mind.

Regardless of Kinetic Blast choice you may choose the Elements Patron instead of any of the above choices.

At 11th level when you cast a spell from your patron spell list you may spend an extra spell per day of the same level as the spell being cast to have the spell deal half of its normal elemental damage and the other half as the damage type of your Element chosen with Expanded Element. You also may expend a spell per day as a standard action to remove a number of points of Burn from yourself equal to half the spell's spell level..

This replaces Mystery Spells and your 11th level Revelation.

Escalate Wrath: at 3rd level you gain a Kinetic Blast Infusion of your choice following the same rules for what Infusions you may choose as a Kineticist and gain the Kineticist's Gather Power class feature. At 7th level you gain the Kineticist's Expanded Element class feature. At every level beyond 3rd you would normally gain a Revelation except 11th level you choose an Infusion for your Kinetic Blast as a Kineticist instead. This replaces all but your 11th level Revelation.

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