Lamashtu

Buddy Burden's page

3 posts (18 including aliases). No reviews. No lists. No wishlists. 1 alias.




For the mystery of flame (yeah, I know it's supposed to be "flame mystery," but I just think the other way around sounds better), the Fire Breath revelatoin states:

Final Playtest wrote:
The save DC is Charisma-based.

Well, I'm pretty sure I could have worked that out on my own ... isn't what I really need to calculate the DC an equivalent spell level for the ability? or am I missing something obvious?


Here's a new focus I've been working on. I'd love to hear any feedback.

Focus of Secrets

Base Info:

Deities: Calistria, Irori, Nethys, Norgorber.
Class Skills: An Oracle with the Focus of Secrets adds Linguistics, Knowledge [Arcana], Perception, and Use Magic Device to her list of skills.
Bonus Spells:detect secret doors (3rd), see invisibility (5th), nondetection (7th), detect scrying (9th), commune with nature (11th), legend lore (13th), greater arcane sight (15th), discern location (17th), foresight (19th)

Revelations:

Revelations: An Oracle with the Focus of Secrets can choose from any of the following revelations.
Arcane Sight (Su): You can use arcane sight (as per the spell) at will. You must be at least 3rd level to choose this revelation.
Combat Prescience (Sp): As a swift action, you can use true strike (as per the spell) on your next melee attack. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter. Starting at 15th level, you can replace one use of this ability each day with applying the effect of moment of prescience to your next roll. The roll can be anything that the spell would normally apply to; however, Combat Prescience cannot be applied to your AC as moment of prescience can, because using this ability is a swift action and must be used on your turn.
Mystic Knowledge (Su): You add half your class level (minimum 1) to all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Lore Master (Su): As a standard action, you may take 20 on any Knowledge skill check, even if you are untrained in that skill. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.
Orisons of Knowledge (Sp): Add detect magic, guidance, and know direction to your list of orisons. These do not count against your total Spells Known.
Remote Viewing (Sp): You can use clairvoyance/clairaudience at will as a spell-like ability using your Oracle level as the caster level. You can use this ability for a number of rounds per day equal to your Oracle level. These rounds do
not need to be consecutive. You must be at least 7th level to choose this revelation.
Scrying (Sp): You can cast scrying exactly as the spell, except that your focus is contrained to being a portable
object in your possession (for example, an ordinary mirror, a crystal ball, a piece of crystal, or pair of spectacles). You can use this ability once per day, plus one additional time per day at 10th level and for every five levels thereafter. At 13th level, you can cast greater scrying instead. You must be at least 7th level to choose this revelation.
Status (Sp): You can cast status at will.
True Seeing (Su): You can use true seeing (as per the spell) at will. You must be at least 11th level to choose this revelation.
Truthteller (Su): As a standard action, you may cast discern lies with no components. The only outward sign that you
are casting a spell is a barely noticeable glow in your eyes; a Spellcraft check at DC 28 is required for a stranger to detect that you are using this ability, although your traveling companions will quickly learn to recognize it. You can use this ability once per day, plus one additional time per day at 10th level and for every five levels thereafter. You must be at least 7th level to choose this revelation.

Legal Stuff:

The above information is released under the Open Gaming License, and I specifically relinquish all rights to commercial publishing. If the Paizo design team were to want to incorporate my ideas into their products, I would be honored. :-)

Designer's Notes:

The revelations include a fair number of at-will abilities, but let's face it: this focus is fairly wimpy. I felt the at-will aspect was necessary to help balance it out.

Mystic Knowledge and Lore Master are cribbed from the Bard's class features. I wonder if they are too weak to stand on their own and should be combined ... Lore Master kicking in at 5th exactly as it does for Bards.

I like Orisons of Knowledge, but I fear that it loses usefulness at higher levels. Perhaps the addition of orisons should be staggered across class levels? The downside of that is that you might not be able to get the orisons you need until you after you no longer really need them. Maybe allow them to be cast as swift actions at a suitably high level?

Remote Viewing is cribbed from the Cleric's Knowledge domain. It's a bit similar to Scrying, but I felt they were different enough to make it an interesting choice, just as a 7th level Bard might choose between clairaudience/clairvoyance and scrying for his 3rd level spell. Certainly it's doubtful that any Oracle would ever choose both of these, but I didn't feel that invalidated either as a choice.


I'm sure that the idea is that the first focus spell is a first level spell for the Oracle, the second focus spell is a second level spell, and so forth (just like Cleric domains), but I can't find anywhere in the class description that actually states that explicitly. Is that a mistake, or am I missing something?


First, let me say that I'm super-excited to see the Oracle class. I started to design a class several years ago to fill this niche but never got it quite where I wanted it. The Favored Soul had some of what I wanted, but too much of what I didn't. Then the Oracle comes along, and it's got just about everything--even the flavor text is almost exactly what I had in mind for my class (which I was going to call the Hermit).

The only downside for me is I don't like the Cleric BAB progression ... in my campaign, I never thought of this class as melee-oriented at all. I thought of them as mostly being good for NPCs, filling the role of mysterious stranger living alone in the woods as a source of mystic knowledge, but maybe also an interesting choice for a PC, if the player in question was experienced and looking for a challenge. The class would mainly be a source of utility spells, buffs, and knowledge ... perhaps a bit of healing, but mainly a non-combatant.

So the Oracle for me is very close, especially with the flexibility afforded by foci (although I do agree with another thread that "focus" is really not the right word to use here). But I would like to do a bit of tweaking. Now, I certainly wouldn't want to force my vision of the class on anyone, but I do want to be able to adapt the class for my purposes. So what I was pondering is a set of alternative class features, similar to what's proposed in the Unearthed Arcana (the more recent one, which is, I believe, primarily composed of open gaming content). ISTR reading that the APB would (might?) include something along those lines for the other classes, so I'd like to propose one for the Oracle. What do folks think of this?

Lose: Cleric BAB, d8 hit dice, shield proficiency.

Gain: Wizard BAB, d6 hit dice, good Fortitude save, good Reflex save, Oracular Knowledge (works exactly like Bardic Knowledge).

Does this seem balanced? It takes the Oracle firmly out of the melee camp, returns to the "all good saves" idea of being protected by the gods (like the Favored Soul), and tosses in some mysterious divine knowledge, which fits with the class name. I'm going to try this out as an NPC and see how it goes, but I wondered if others had any thoughts as well.


I've been picking apart the minotaur entry in the Bestiary, because I'm working on a PC race conversion. But there's one thing in the entry I can't seem to explain.

PRD wrote:
Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+4)

Okay, so the greataxe stuff all makes sense, but the gore is a secondary attack, isn't it? That would be why it's +4 instead of +9. Thus:

PRD wrote:
Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls.

Except that means that the gore damage should be 1d6+2, not 1d6+4, right? What am I missing?

TIA.