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    Default You ever get the feeling this has all happened before? [3.5 Base Class - The Oracle]

    The Oracle


    Hit Dice: d6
    Starting Age: Simple
    Starting Gold: 4d4x10

    Class Skills
    The Oracle's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken separately) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
    Skills Points at Each Level: 6 + int, x4 at 1st level

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Domains, Prescience (offensive, standard)|5|3|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Uncanny Dodge|6|4|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Prescience (defensive, limited)|6|5|-|-|-|-|-|-|-|-

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Eclectic Learning, Unclouded Divination|6|6|3|-|-|-|-|-|-|-

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Oracle's Warding|6|6|4|-|-|-|-|-|-|-

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Sight Beyond Sight (blindsense 30 ft.)|6|6|5|3|-|-|-|-|-|-

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Eclectic Learning|6|6|6|4|-|-|-|-|-|-

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Prescience (offensive, move)|6|6|6|5|3|-|-|-|-|-

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Oracle's Shield|6|6|6|6|4|-|-|-|-|-

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Eclectic Learning, Prescience (defensive, greater)|6|6|6|6|5|3|-|-|-|-

    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Sight Beyond Sight (blindsight 30 ft.)|6|6|6|6|6|4|-|-|-|-

    12th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |The Unwoven Pattern|6|6|6|6|6|5|3|-|-|-

    13th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Eclectic Learning|6|6|6|6|6|6|4|-|-|-

    14th|
    +7/+2
    |
    +9
    |
    +4
    |
    +9
    |Sight Beyond Sight (true seeing)|6|6|6|6|6|6|5|3|-|-

    15th|
    +7/+2
    |
    +9
    |
    +5
    |
    +9
    |Prescience (offensive, swift)|6|6|6|6|6|6|6|4|-|-

    16th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Eclectic Learning|6|6|6|6|6|6|6|5|3|-

    17th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Prescience (defensive, flawless)|6|6|6|6|6|6|6|6|4|-

    18th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Oracle's Intervention|6|6|6|6|6|6|6|6|5|3

    19th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Eclectic Learning, Sight Beyond Sight (touchsight)|6|6|6|6|6|6|6|6|6|4

    20th|
    +10/+5
    |
    +12
    |
    +6
    |
    +12
    |True Foresight|6|6|6|6|6|6|6|6|6|5
    [/table]

    Class Features The following are all class features of the Oracle.

    Weapon and Armor Proficiencies: Oracles are proficient with simple weapons and with light armor, but no shields.

    Spells: An Oracle casts arcane spells, which are drawn from the Oracle spell list (see below). When you gain access to a new level of spells, you automatically learn all the spells for that level on the Oracle spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You can also add spells to your existing spell list through your domains and eclectic learning class feature (see below) as you increase in level.

    To cast an Oracle spell, you must have a Charisma score of 10 + the spell's level (Cha 10 for 0th-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against an Oracle's spell is 10 + the spell's level + the Oracle's Charisma modifier. Like other spellcasters, an Oracle can cast only a certain number of spells of each spell level per day. This base daily allotment is shown on the table above. In addition, you receive bonus spells for a high Intelligence score.

    Domains: Like a Cleric, Oracles receive two domains of their choice at 1st level, though their choices are more limited and they do not receive domain slots to cast any spells granted by the domain. Instead, an Oracle adds any domain spells that are not normally on her spell list to it, and may cast them normally. If a domain granted power references a Cleric level or effective Cleric level, the Oracle uses her class level instead.

    The domains available to an Oracle are Balance, Celerity, Community, Darkness, Dream, Healing, Illusion, Knowledge*, Luck, Magic, Mentalism, Mind, Mysticism, Oracle, Protection, Renewal, Time, and Trickery.

    *An Oracle with the Knowledge Domain gains a +2 competence bonus to all Knowledge checks and may make Knowledge checks untrained, instead of the domain's usual granted power.

    Prescience (Su): To an Oracle, seeing glimpses of the future is as simple as concentrating on what they wish to know. Doing so puts great strain on the Oracle's mind however, and so they are limited in the amount of time they may spend viewing the future. The Oracle may use this ability once per day per class level, and no more than once per round. This ability may be used in the following ways:
    • At 1st level, the Oracle may concentrate on future events as a standard action to replicate the effects of a true strike spell.
    • At 3rd level, the Oracle may designate one foe that she can percieve and concentrate as a move action. Until the start of her next turn, the Oracle gains a +5 insight bonus to AC against the first attack made against her by that foe.
    • At 8th level, the Oracle may replicate the effects of a true strike spell as a move action.
    • At 10th level, the Oracle may choose a single foe and concentrate as a move action. Until the start of her next turn, the next attack made against the Oracle by that foe automatically misses.
    • At 15th level, the Oracle may replicate the effects of a true strike spell as a swift action.
    • At 17th level, the Oracle may concentrate as a standard action. Until the start of her next turn, all attacks made against her miss, and she automatically succeeds on all saving throws.


    Uncanny Dodge (Ex): Beginning at 2nd level, an Oracle retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an Oracle already has uncanny dodge from a different class, she gains improved uncanny dodge instead.

    Eclectic Learning: At 4th level, and again at 7th level and every three levels thereafter, the Oracle adds a new spell to her spells known. The chosen spell is drawn from the Wizard spell list, but may be of any school. The chosen spell is treated as being one level higher than normal for the Oracle (that is, a magic missile spell would be a 2nd level spell for an Oracle, a fireball spell would be a 4th level spell, and so on).

    Unclouded Divination (Ex): Beginning at 4th level, the Oracle may roll twice and take the better result when using divination spells such as augury or divination.

    Oracle's Warding (Ex): Beginning at 5th level, the Oracle adds one-quarter her class level to any AC bonuses granted by spells she casts. If a given spell grants more than one form of bonus AC, this ability applies only to one bonus of the Oracle's choice.

    Sight Beyond Sight (Su): Beginning at 6th level, the Oracle may voluntarily shroud her senses in complete darkness, closing her eyes and willfully ignoring any special senses she may possess. While ignoring her senses in this fashion, the Oracle is effectively blinded until the beginning of her next turn, but she also gains special advantages against foes, based on her level.
    • At 6th level, the Oracle gains blindsense out to 30 feet while using this ability. She does not suffer the penalties of being blind against attacks made by creatures she can detect in this fashion.
    • At 11th level, the Oracle's blindsense increases to 60 feet, and she gains blindsight out to 30 feet.
    • At 14th level, the Oracle's blindsense increases to 90 feet, her blindsight increases to 60 feet, and she may see all things as they truly are within 30 feet, as if she were under the effects of a true seeing spell.
    • At 19th level, the Oracle's blindsense increases to 120 feet, her blindsight increases to 90 feet, and her true seeing increases to 60 feet. In addition, the Oracle gains a special form of touchsight out to the range of her blindsense; the Oracle learns the type and physical ability scores of any creature she detects with this touchsight (the character receives a general description, while the player receives the precise numbers).


    Oracle's Shield (Su): Beginning at 9th level, the Oracle may twist fate in small ways, preventing unfortunate outcomes. As an immediate action, the Oracle may grant an ally within Close range a +4 insight bonus to AC against one attack. If used to ward an ally against a full attack, this bonus AC applies only to the first attack made.

    The Unwoven Pattern (Su): Nothing is certain until it is made so. At the start of each encounter, until the Oracle's normal turn in the initiative order, she and all allies within 60 feet gain a +20 insight bonus to AC and saving throws. Once the Oracle's turn comes around, this bonus is lost, even if she delays her action or is otherwise prevented from acting.

    Oracle's Intervention (Su): Death comes for all, no matter one's preparations. Even the most accurate divinations cannot prevent all unfortunate outcomes, and even the Oracle will fail eventually. Beginning at 18th level, once per day when an ally within line of sight would be killed by any means, the Oracle may use this ability as an immediate action, unraveling and weaving anew the strands of fate that brought about the end of life. All effects of the attack or ability that slew the ally are negated, and all negative effects currently affecting the ally are purged. If the Oracle wishes, she may also cause the chosen ally to disappear from its current location and manifest adjacent to herself.

    For the purpose of this ability, the Oracle is not considered an ally of herself.

    True Foresight (Su): Compared to your power, all other divinations are as mere parlor tricks. At 20th level, you may experience the future with absolute clarity, able to plan out an entire battle before the first blow has been made.

    Once per encounter, you may enter an oracular trance as an immediate action. When you do, immediately note the status and position of all combatants. Afterwards, the encounter plays out as normal–except that the actual rounds played out are only future events seen by you. Note all actions taken during the trance, and the results of all die rolls. You can simulate combat for a number of rounds equal to your Intelligence modifier, minimum one round, after which all things are reset to the way they were when you first used this ability, as if the simulation had never happened. You may choose to end the simulation at any time before then as a swift action. In subsequent rounds, your allies and enemies must take the same actions they took in the simulation. Instead of rolling dice, they simply use the results of the rolls they made in the simulation. You may act as you did in the simulation, in which case you use your prior dice rolls, or you may choose to act differently, breaking away from the future. Once you do, your simulation ceases to apply, as your actions have permanently shifted the future, and all allies and enemies may act freely, without repeating their simulated actions. If you come to the end of the simulated rounds without breaking from what occurred in the simulation, then the rest of the battle carries out normally.

    ---

    Oracle Alternate Class Features

    Insightful Divination
    Replaces: If you choose this alternate class feature, you do not gain the Oracle's Shield class feature at 9th level.
    Benefit: Whenever you cast a spell of the divination school with a level-dependent variable (such as the augury or divination spells) you may add half your Oracle level to the final result. This bonus can cause the effects of the spell to exceed their normal success chance limitations.
    Last edited by Circle of Life; 2013-03-02 at 10:32 AM.
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