Homebrew Oracle Mysteries!


Homebrew and House Rules


We've all seen the oracle mysteries that are presented in the APG and are pretty much aware that there are going to be more when Ultimate Magic is released in April, but I want to know what mysteries you guys have come up with to fill in interesting character concepts that just don't mesh quite well with the established abilities. Sound off your awesome ideas!

Liberty's Edge

Here's the Mists mystery that I wrote up for my home Ravenloft game:

Oracle Mystery: Mists
Deity:
Ezra

Class Skills: An oracle with the mists mystery adds Knowledge (arcana), Knowledge (geography), Perception, and Survival to her list of class skills.

Bonus Spells: obscuring mist (3rd), fog cloud (5th), obscure object (7th), solid fog (9th), mind fog (11th), acid fog (13th), ethereal jaunt (15th), maze (17th), etherealness (19th).

Revelations: An oracle with the mists mystery can choose from any of the following revelations.

Cloud the Mind (Su): You can garb yourself in the mists in order to hide from sight. As a swift action, you can gain the benefits of greater invisibility for 1 round. You can use this ability once per day, plus an additional time per day at 5th level and every five class levels thereafter.

Ezra’s Guidance (Ex): With the guidance of the goddess, you are never lead astray or forsaken. You add your Charisma bonus as a divine bonus to saving throws against charms and compulsions. At 10th level, you apply this bonus to saving throws against disease and poison as well.

Fog Sight (Su): You can see normally in conditions of fog or mist. Such weather conditions, including magically created fog and mist, do not impose concealment for you. At 10th level, you also gain low-light vision. At 15th level, you gain darkvision to a range of 60 feet.

Ghost Warrior (Su): As a swift action, you can fortify yourself with the stuff of mists, making your body and gear extend into the ethereal plane. For a number of rounds equal to your Charisma modifier, you can see and affect incorporeal creatures with no miss chance, even if they are currently invisible. You are solid to incorporeal creatures, allowing them to attack you normally. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Mistwalk (Sp): Once per day, you can cast dimension door as a caster of your oracle level. Starting at 15th level, you can instead use greater teleport once per day as a caster of your oracle level. You must be at least 11th level to select this revelation.

Shield of Ezra (Su): Once a day as a swift action, you can surround yourself with luminous mist that protects you from harm. You gain DR 5/adamantine for rounds equal to your oracle level. At 10th level, this protection increases to DR 10/adamantine. At 5th and 15th levels, you can use this ability one additional time per day.

Stalwart (Ex): The mists inhabit your body, making you resilient against harm. If you make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. You cannot use this ability if you are helpless. You must be at least 11th level to select this revelation.

Traveler (Ex): The mists guide you to your destination. You gain a competence bonus on Survival checks made to avoid becoming lost equal to one-half your oracle level. You also add this bonus on Knowledge (geography) checks and on Perception checks made to notice invisible or incorporeal creatures. Finally, when you lead a group of no more creatures than your oracle level, you never risk becoming mist-led.

Final Revelation: Upon reaching 20th level, you become one with the mists themselves, a living avatar of the ethereal realms. Incorporeal creatures will not attack you unless magically compelled to do so, or unless you or your allies attack them first. If you are reduced to 0 hit points or less, you automatically stabilize and immediately become incorporeal. You remain incorporeal for rounds equal to your Charisma modifier when this occurs. While you are incorporeal or on the ethereal plane (by whatever means), you gain fast healing 5 as the mists reinforce your life energy.

Jeremy Puckett


Oooh, that's a nice one.


Oracle Mysteries: (That may/might be added)

Dawn
Dusk
Pain
Magic
Numbers/Signs/Symbols
Sacrifice

Shadow Lodge

InsideOwt wrote:
Numbers/Signs/Symbols

Sigils maybe?


Dragonborn3 wrote:
InsideOwt wrote:
Numbers/Signs/Symbols
Sigils maybe?

Glyphs?

Shadow Lodge

InsideOwt wrote:
Dragonborn3 wrote:
InsideOwt wrote:
Numbers/Signs/Symbols
Sigils maybe?
Glyphs?

Runes?


I'm developing an Oracle with Spirits as her power. Though I haven't worked in all the powers yet, so I haven't posted it.

But for my Kaidan: a Japanese Ghost Story setting, Oracle (Miko) is the intended class.

GP


Dragonborn3 wrote:
InsideOwt wrote:
Dragonborn3 wrote:
InsideOwt wrote:
Numbers/Signs/Symbols
Sigils maybe?
Glyphs?
Runes?

Semiotics.


hida_jiremi wrote:

Here's the Mists mystery that I wrote up for my home Ravenloft game:

Oracle Mystery: Mists
Deity:
Ezra

Class Skills: An oracle with the mists mystery adds Knowledge (arcana), Knowledge (geography), Perception, and Survival to her list of class skills.

Bonus Spells: obscuring mist (3rd), fog cloud (5th), obscure object (7th), solid fog (9th), mind fog (11th), acid fog (13th), ethereal jaunt (15th), maze (17th), etherealness (19th).

Revelations: An oracle with the mists mystery can choose from any of the following revelations.

Cloud the Mind (Su): You can garb yourself in the mists in order to hide from sight. As a swift action, you can gain the benefits of greater invisibility for 1 round. You can use this ability once per day, plus an additional time per day at 5th level and every five class levels thereafter.

Ezra’s Guidance (Ex): With the guidance of the goddess, you are never lead astray or forsaken. You add your Charisma bonus as a divine bonus to saving throws against charms and compulsions. At 10th level, you apply this bonus to saving throws against disease and poison as well.

Fog Sight (Su): You can see normally in conditions of fog or mist. Such weather conditions, including magically created fog and mist, do not impose concealment for you. At 10th level, you also gain low-light vision. At 15th level, you gain darkvision to a range of 60 feet.

Ghost Warrior (Su): As a swift action, you can fortify yourself with the stuff of mists, making your body and gear extend into the ethereal plane. For a number of rounds equal to your Charisma modifier, you can see and affect incorporeal creatures with no miss chance, even if they are currently invisible. You are solid to incorporeal creatures, allowing them to attack you normally. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Mistwalk (Sp): Once per day, you can cast dimension door...

Nice! Love Ravenloft and the Oracle would be a solid fit for the Demiplane of Dread, much moreso than a cleric IMHO. Oracle of the Dark Powers, anyone?


Things that would not make good Mysteries:

Humanism
Boredom
Flatulence
Drugs (We already have "better living through Chymistry")
Plushies


This might be outside your interest, but my setting, Kaidan: a Japanese Ghost Story, which will feature my mentioned Oracle (miko) - Spirit mystery, is feudal Japan-like setting and Asian Horror. Though not quite, I've described Kaidan as a cross between Oriental Adventures and Ravenloft.

Kaidan is land ruled by an undead Imperial Court and Shogunate, almost all of the provincial daimyo are undead as well. The rest of humanity is doomed to an endless cycle of perverse reincarnation, unless driven to undead status, or the very rare chance of enlightenment and escape from Kaidan altogether.

We need more patrons to help develop this setting, if interested, follow this link... Kaidan: a Japanese Ghost Story setting

GP


I've been working on homebrew mysteries of Time, Dimensions, Numbers, Harmony, and Discord for an upcoming Planescape game I'll be running.

Liberty's Edge

Havelock wrote:

Things that would not make good Mysteries:

Humanism
Boredom
Flatulence
Drugs (We already have "better living through Chymistry")
Plushies

I disagree. The intricate mysteries of flatulence have been known to cause a confounding number of symptoms in certain cases. Surely one who can master the art would be a formidable foe.

Dark Archive

Ooh, I like that Mists Mystery. Very appropriate to Ravenloft.

My own contribution;

Oracle of Order / Justice

Class Skills: Handle Animal, Intimidate, Knowledge (local), Survival

Bonus Spells: command (3rd), calm emotion (5th), magic circle of protection from chaos (7th), order’s wrath (9th), mark of justice (11th), geas/quest (13th), dictum (15th), shield of law (17th), imprisonment (19th)

Revelations:
Authoritative Rebuke – If someone can understand your language, you can add your Oracle level to Intimidate checks against them and the effects last a number of extra rounds equal to your Charisma modifier.

Law’s Bludgeon – Holy Sword variant usable against chaotic creatures 3 rounds / day + Cha mod usable as a swift action in one or multiple uses.

Bring ‘Em Back Alive – free Exotic Weapon Proficiency in one of; Net, Bola, Shoanti Bola, Lasso or Mancatcher *or* Improved Unarmed Strike or Improved Grapple, *and* can use any bludgeoning weapon to inflict nonlethal damage with suffering a penalty to the attack rolls, so long as you are proficient with that weapon. You can take this Revelation more than once, gaining new proficiencies, but no increased ability to inflict nonlethal damage with other types of weaponry.

Moment of Clarity – as calm emotions on self as an immediate action, 3 + Cha mod rounds per day, usable in one or many uses. While effects such as confusion, fear, morale bonuses, etc. are suppressed, as per the spell, you remain able to take violent action.

Chains of the Master – you can designate one or more animals that you have trained yourself as bonded servants of the law. These animals will respond to your commands as if they were a druid or ranger’s animal companions, gaining a single bonus Trick, and the Link (p 52) and Devotion (p 53) special qualities, but gaining no other benefits or traits of being an animal companion. You can have a number of Hit Dice worth of animals designated as bonded servants equal to your Oracle level or your Charisma modifier, whichever is higher. If a bonded servant is slain or dismissed, you must hand-train any replacement(s), a process which may take several weeks. If the animal has been previously trained by another, you must still go through the entire training time, to forge the proper bond between yourself and your servant.

Vigilant – you add your Charisma modifier in addition to your Wisdom modifier for Sense Motive checks, Perception checks, Survival checks to track, and Diplomacy checks to gather information (adding the modifier twice, in the latter case), and Perception is a class skill for you.

Halt Lawbreaker – Once per day as a standard action, you can use a limited version of hold person that only prevents a target from leaving his current square, but otherwise allows him to continue fighting or acting unimpeded. The range, saving throw and other mechanics are as hold person. At 4th, 8th, 12th, 16th and 20th level, you gain another daily use of this ability.

My Word is My Bond – whenever you are subject to a mind-affecting effect that would cause you to violate your ethical principles, you are allowed another immediate saving throw with a bonus equal to your Charisma modifier or half your Oracle level, whichever is higher, to break free.

Final Revelation: You gain DR 5/chaos and can call upon the benefits of a shield of law spell as an immediate action for rounds / day equal to your Oracle level + your charisma modifier, in one or multiple uses. Your natural attacks or any weapon you wield is treated as lawfully-aligned and 3 + Cha mod times per day you can give a weapon that you are wielding (or your natural attacks) the Bane (chaotic outsider) property for 1 round as a swift action. Any spell that you cast with the Law descriptor is cast as if your caster level was increased by your charisma modifier.

Liberty's Edge

lavi wrote:
I've been working on homebrew mysteries of Time, Dimensions, Numbers, Harmony, and Discord for an upcoming Planescape game I'll be running.

What have you put together for a Time Mystery? I have an oracle of Lendor ready to go using the Lore Mystery, but Time would be a much better mystery and frankly, I don't have the time to engineer a mechanic.


ThatEvilGuy wrote:
Nice! Love Ravenloft and the Oracle would be a solid fit for the Demiplane of Dread, much moreso than a cleric IMHO. Oracle of the Dark Powers, anyone?

+1

I played a Cleric of Ezra back in the day, and am playing her again as a Paladin in a Pathfinder/Ravenloft game currently. Very cool - almost makes me want to try to talk the GM into allowing your Mist mystery and rebuilding as an Oracle.

As for my contribution, the Mystery of Ardour for Calistria, Shelyn, and Cayden Cailean is already posted on this forum, just a little farther down the page. More feedback on that would be welcome (in that Thread).

Oh, and love the idea of a Dark Powers Oracle mystery too. Any ideas?


Set wrote:
Oracle of Order / Justice
Grim Vigilante wrote:
Justice! Not law!
Nutty Theme Villian wrote:
Hahahahahahhahahahahahah!

The Mystery of Madness

Or as we like to call it, Mom!

Bat$#!+ Crazy (Sp): The Oracle gains the benefit of a constant mind blank spell at a caster level equal to his character level. The Loony can suppress or resume this protection as a standard action. If dispelled, the MOMer cannot resume the mind blank for 1d4 rounds. You must be 16th level or higher to take this revelation.

Feelin' No Pain: The madman gains DR 1/-. This increases by 1 every four levels.

Manical Laughter: Everyone within 30' who is able to hear this becomes shaken for a number of rounds equal to the Madman's charisma bonus (minimum 1). Victims are thereafter immune to this revelation for 1d6+4 rounds.

Stop Doing That!: The oracle may Dimension Door a distance total of feet equal to his oracle level times ten every day.

You've been a great audience: The oracle gains Death Attack as the Assassin ability, using Oracle levels in place of Assassin levels. If the madman has other classes with the Death Attack ability these levels stack. You must be 12th level to take this revelation.

Getting a bit stuck for more...

Oh. YOU wanted Lovecraft.

*sigh* Just rename the mysteries.

Bat$#!+ Crazy (Sp): = Mind Blasted
Feelin' No Pain: = Inhuman Strength
Manical Laughter: = ...Why spoil a good thing?

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