Nature oracle revised for home game. need comments suggestions please


Homebrew and House Rules

Silver Crusade

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NatureEdit
Deities: Erastil, Gozreh.
Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.
Bonus Spells: entangle (2nd), barkskin (4th), stone shape (6th), grove of respite* (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave* (18th).

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

(new) Bonded Nature Ally (Su): You gain the service of an unusually intelligent, strong, and loyal animal ally. The creature must be one that you are capable of finding in the area you called home. This ally functions as a wizards familiar using your oracle class level as your effective wizard level

********Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per dayat first level, plus one time per day for every three levels you possess. *** this one is ok to leave I guess though as a nature oracle I can't see using it often .

(new) Natural Healing - you can create a wave of healing with you as the center that waves out from you 10 ft per 2 oracle levels and heals all creatures in it's wake for 1d6+1 per level. You may de-select a number of creatures in this wave equal to your CHR modifier. Note the oracle does not recieve healing in this way as it radiates from her so the oracle isn't affected

( New ) Natures Call (Ex): You may use this ability to call forth animals (fey or celestial template )a number of times per day equal to 1/2 your Chr mod . the effective spell level for this abilty is your oracle level . Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

(new) Natures Step - Beginning at 1st level the oracle is able to move throuh woodland areas without penalty even in rough terrain. At 3rd level the oracle leaves no tracks unless they wish too . At 5th level the oracle can demension door from plant to plant a number of times equal to her Chr mod per day at will . At 7th level a oracle can use a plant and teleport to another without a distance limit a number of times per day equal to the oracles Chr mod. note "" each person the oracle takes with them using the deminsion door or teleport plant ability burns 2 uses of that ability

**********Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the f lights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

************Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

(new) Speak with Nature (Ex): at will you may speak with animal or plants a number of minutes per day equal to your oracle level. You may use this ability a number of times per day equal to your Chr mod.

********Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

( new ) Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies and know their location up to 1 mile per oracle level. You may communicate with your allies for a number of rounds per day equal to your Charisma modifier. Designating a creature is a standard action that requires a touch that last for 24 hours. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day up to the distance allowed ignoring any obstacles as if you were at its side.

Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your Charisma modifier.

Final Revelation: At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

please give me feedback on the power or lack there-of of this as a oracle type. This is for a homegame that will be heading into and doing the rise of the Runelords campaign. Any suggestions are appreciated thanks


Nature's step is awfully powerful. You've essentially given the character a 4th level spell when they should be getting 3rd level spells, and a 5th level spell when they should be getting 4th level spells, and doing it what amounts to probably 5-6 times per day. All with one revelation.

Bonded natures ally is quite a step down from bonded mount. Realize that the restriction of needing to be found near your home is going to further restrict a list of creatures that isn't that great anyway. Also, how does that restriction mesh with improved familiar, etc, and all the outsiders on the list. If you're dead set on changing it from druid companion to wizard familiar, consider an automatic progression to improved familiar, perhaps, and add maybe some fey and elementals to the list?

Not a fan of the healing, either. I don't know how thematic it is, I don't know how many times per day it's usable, but it's weaker than mass cure light wounds in some ways. Not worth a revelation in my book, especially if you're not healing yourself.

Nature's call is a little vague; how powerful are the creatures called?

Silver Crusade

the healing part is similar to the clerics where you can do it a number of times per day equal to your chr modifier ..the healing is also (1d6 +1) per 2 char levels .. That means at 5th level it would be 3d6+5 like a clerics channel ability though not able to heal themselves. I gave it an added bonus because unlike clerics they will not be able to add extra dice using the plactery

the animal companion I thought would make the char a little OP and the player is looking to make it more of a role-playing char and the party needs a healer and this was the players thought , I never thought of progression but having them able to use improved familiar works as does the fey creature ..

nature's call is basically summon natures ally but only at the highest level you are .. ie 1st level will be summon natures ally 1 .. 5th level the corresponding summon nature's ally .. but unlike the druids ability you can only use it at the highest level to summon one monster to more keep the battle field less cluttered and such , It is however usable a number of time per day equal to half you chr mod ... i may make it full chr mod .. just trying to get a feel for the power level . The chars will be running a 5 man through the entire rune lord campaign .

so if i adjusted the levels on natures step to be 1st level .. then 4th level .. then 7th level .. then 10th level that would be more in line with spell progression ?

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