KaeYoss |
Let's play a bit meta-oracle, i.e. making predictions about a bunch of weirdos that are supposed to make predictions.
What I want to say: Let's hear what you think the other Foci will be and what powers they'll have.
And in the time-honoured tradition of self-fulfilling prophecies: Make the suggestion good, wouldn't be the first time Paizo listened to us...
My predictions:
Oracle of Life (Healing Domain)
I foresee that anything like that will have some of the following revelations
nighttree |
Sorry for not adding to the list of good options but alas, none of them are going to be possible with the current spell list or number of spells known that the Oracle currently gets.
Of course they are possible, everyone of them.
Just because the Oracle uses the Cleric spell list, doesn't mean they can't add spells from other spell lists as bonus spells, or revelations, in fact that makes perfect sense.
They just need a little more work and imagination ;)
Juro Zhuang |
I kind of took the liberty creating this oracle in all aspects with the advancement of the class.
Oracle of Fortune (Luck, Travel, Trickery)
Class Skills: Bluff, Disguise, Knowledge (Local), Sleight of Hand, Stealth, Survival.
Bonus Spells:
03rd - True Strike
05th - Invisibility
07th - Haste
09th - Freedom of Movement
11th - Plane Shift
13th - Mislead
15th - Ethereal Jaunt
17th - Prismatic Wall
19th - Foresight
Revelations: These are just some samples provided.
Let's Try This Again - An oracle of fortune can reroll any d20 roll before the result of the roll determines success or failure. You can use this ability up to 1 + Charisma modifier per day. You must be 7th level before choosing this revelation. In addition at 11th level an oracle of fortune can instead grant this ability to an ally withing 30 feet as an immediate action by using 2 uses of the ability provided there is enough uses left.
Luck of the Road - The effects of difficult terrain are improved by one step for an oracle of fortune, they always use the movement for difficult terrain that is one step higher than what the normal condition allows. (IE Trackless terrain in a swamp normally allows half movement at all times but an oracle of fortune instead uses the road or trail movement chart.) At 9th level an oracle of fortune ignores the effects of all difficult terrain, and can move at full speed. But still cannot run or charge over obstacles or down stairs.
Mistah J RPG Superstar 2009 Top 8 |
Adair Corbin |
Juro I really like your Oracle of Fortune, but Id like to suggest a couple of tweaks.
I dont think True Strike fits the the theme very well. How about Expeditious Retreat or Disguise Self, or even Detect Secret Doors instead.
Alto the Revelations are rather good, if you already thought of a full list Id like to see it.
Skizzy |
Juro I really like your Oracle of Fortune, but Id like to suggest a couple of tweaks.
I dont think True Strike fits the the theme very well. How about Expeditious Retreat or Disguise Self, or even Detect Secret Doors instead.
Alto the Revelations are rather good, if you already thought of a full list Id like to see it.
I only thought of those two.
But I'll think of others pretty soon.
I'll send it via PM once it's finished.
Skizzy |
I know I promised Adair Corbin a Private Message when I finished a full list, but I felt at last minute this could be shared with everyone.
As I mentioned I kind of like the Idea of an Oracle of Fortune and took the liberty of Making a sample list of the Focus.
I've updated some things that I thought would fit better for the class but here's a full look at what I thought is interesting.
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Oracle of Fortune (Luck, Travel, Trickery)
Gods: Calistria, Cayden Cailean, Desna.
Class Skills: Bluff, Disguise, Knowledge (Local), Sleight of Hand, Stealth, Survival.
Bonus Spells:
03rd – Feather Fall
05th – Invisibility
07th – Haste
09th – Freedom of Movement
11th – Teleport
13th – Mislead
15th – Greater Teleport
17th – Prismatic Wall
19th – Foresight
Revelations:
Let's Try This Again – An oracle of fortune can reroll any d20 roll before the GM determines the roll results in success or failure. You can use this ability up to 1 + Charisma modifier/day as a swift action. You must be 7th level before choosing this revelation. In addition at 11th level an oracle of fortune can bestow this boon to an ally within 30 feet as an immediate action by using 2 uses of the ability provided there is enough uses left.
Luck of the Road – The effects of difficult terrain are improved by one step for an oracle of fortune, they always use the movement for difficult terrain that is one step higher than what the normal condition allows. (IE Trackless terrain in a swamp normally allows half movement at all times but an oracle of fortune instead uses the road or trail movement chart.) At 9th level an oracle of fortune ignores the effects of all difficult terrain, and can move at full speed. But still cannot run or charge over obstacles or down stairs.
I’m the Other Guy (Su) – An Oracle of Fortune can use “Disguise Self” as the spell equal to one hour per oracle level per day. These hours need not be consecutive but must be spent in one-hour increments.
Your Luck’s Run Out (Su) – As a standard action an Oracle of Fortune can emit an aura that targets one subject/2 Oracle Levels within a 30 ft radius. Each selected creature rerolls any attack, save, ability check, or skill check (chosen at the time the aura is brought up) and remains in effect for one round/Oracle Level, or until one round after the target leaves the area. This ability can be negated by a successful Will save DC = 10 + Half the Oracle Level + Charisma Modifier, once a creature makes a save, or leaves the area, they cannot be affected again for a 24 hour period. You must be 11th level before choosing this revelation. In addition every 4 levels beyond 11th, they oracle can choose one more d20 roll to affect, and the duration of the effect lasts for one round longer when they leave the aura’s area.
I Know These Lands (Su) – An Oracle of Fortune can use Commune with Nature as a spell like ability 1/day. You must be 7th Level before selecting this revelation. In addition an Oracle of Fortune gains one extra use of the ability for every six levels beyond 7th.
Fortune’s Armor – An Oracle of Fortune gains a +2 Luck bonus to Armor Class. At 7th Level and every four levels after this bonus increases by +2. At 13th level you gain a 50% miss chance against all attacks of which you are unaware of (be it an invisible opponent, ethereal, or during a surprise round).
What Doesn’t Kill You – Whenever an Oracle of Fortune suffers an attack that would reduce his hit points below 0, he may instead heal himself a number of hit points equal to 1d4 + ½ oracle levels as an immediate action before damage is dealt. If the damage is enough to kill the Oracle after he uses this ability he dies. He can use this ability a number of times per day equal to 1 + Charisma Modifier/day. You must be 3rd level to select this revelation. At 11th level the Oracle can as an immediate action use this ability to grant himself “Death Ward” as the spell by using three uses of the ability provided there are enough uses left.
I Strike True – An Oracle of Fortune can use “True Strike” as the spell a number of times equal to 3 + Charisma Modifier/day. At 13th Level any weapon held by the Oracle is treated as a Luck Blade, without any wishes.
Dimensional Travel – As a standard action an Oracle of Fortune can teleport a short distance equal to 10 ft/level per day. No other creature can be brought along. You must have line of sight to your destination to be able to teleport. You must be 5th level before selecting this revelation. At 11th level you can use this ability as a move action. At 17th level you can use this ability as a swift action.
The Trickster’s Touch – An Oracle of Fortune gains a +2 sacred bonus to Bluff, Disguise, Sleight of hand, and Stealth. At 7th Level and every six levels after this bonus increases by +2. In addition at 11th level an Oracle of Fortune can take 10 on these skills even if stress would prevent him from doing so.
Kjob |
I like the Oracle of Life idea. I'd like to see it come under the Sun-ish Focus and include undead hating options as well (as NOTHING but healing revelations could start to feel redundant and/or boring).
I like boundless healing. Only problem I see is there is 0 incentive to take it early on, and it doesn't have the power to be one of the "Oracle must be level 7 before selecting this revelations" clause. Which is fine, I'd happily take it at a higher level, but it'd be great if there was some incentive so that it was good for the first half of the Oracle's career (the range where, honestly, most Oracles are going to see play).
Dedicated healer is a bit too powerful, I think. I'd rather see something similar to the Swift Healing that a battle cleric gets where you can burn two slots to cast it was a swift action. Never provoking with no drawback just strikes me as...well...very powerful.
Dissinger |
Dimensional Travel – As a standard action an Oracle of Fortune can teleport a short distance equal to 10 ft/level per day. No other creature can be brought along. You must have line of sight to your destination to be able to teleport. You must be 5th level before selecting this revelation. At 11th level you can use this ability as a move action. At 17th level you can use this ability as a swift action.
Clerics have the full scope of this ability at level 8. I would not be unkind as to force an oracle to take forever on this. Perhaps making it so it requires level 5 to take, and is a move action, and perhaps at 9 they can do it as a swift?
EVILREF |
I would like to see an Oracle (or mystic as my group call them) for each of the Domains, just slightly renamed with a slightly different spell list/mysteries/powers.
Currently you have Battle (war), Bones (death), Flame (fire), Waves (water), so in that vain;
Lightning (Air)
Beast (Animal)
Inanimate (Artifice)
Chaos (Chaos)
The Heart (Charm)
The Hearth (Community)
The Void (Darkness)
Bones (Death)
Ruin (Destruction)
Earth (Earth)
Cruelty (Evil)
Flame (Fire)
The Divine (Glory)
Purity (Good)
Life (Healing - as suggested above)
The Mind (Knowledge)
Justice (Law)
Freedom(Liberation)
Fortune(Luck)
The Mind(Madness)
Magic(Magic)
Elan(Nobility)
Nature(Plant)
Protection(Protection)
Sleep(Repose)
The Shape(Rune)
The Body(Strength)
Radience(Sun)
The Way(Travel)
The Art(Trickery)
Battle(War)
Waves (Water)
The Sky(Weather)
OK these are just names but even just seeing these when I suggested them to the player who was thinking of a Mystic (nee Oracle) they could thinkk of quite a few things to play with (currently they have changed their mind and are now playing a summoner)
KaeYoss |
I like the Oracle of Life idea. I'd like to see it come under the Sun-ish Focus
The thing is that each focus will correspond to a domain. Life is healing, and thus will be all about healing.
Currently you have Battle (war), Bones (death), Flame (fire), Waves (water), so in that vain;
Earth (Earth)
Lightning (Air)
Actually, Earth is Stone and Wind is Air - though after looking at the existing focus spell lists, I notice that they're not the same as the domain lists.
My predictions:
EVILREF |
oooh damn sight better simile skills then me ^_^
But pretty much my thoughts, a foci(mystery) per domain, slightly changed and with more general cross-alignment spells and abilities.
Makes me think that Oracle(Mystic) would be well suited for true Neutral as well. Mind you there is plenty of scope to place accross the entire alignment compass