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    Bugbear in the Playground
     
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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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    Bugbear in the Playground
     
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Oracle Spells

    0th: Arcane mark, detect poison, detect magic, guidance, light, read magic, resistance

    1st: Alarm, bane, bless, comprehend languages, doom, critical strike, detect undead, endure elements, guided shot, hold portal, identify, mage armor, master's touch, nightshield, protection from chaos/evil/good/law, shield, true strike

    2nd: Arcane lock, augury, black karma curse, calm emotions, chain of eyes, detect thoughts, hold person, insight of good fortune, locate object, portal alarm, protection from arrows, resist energy, silence, see invisibility, stay the hand

    3rd: Alter fortune, anticipate teleportation, arcane sight, bestow curse, blindness/deafness, circle dance, clairaudience/clairvoyance, dispel magic, invisibility purge, magic circle against chaos/evil/good/law, lesser telepathic bond, nondetection, protection from energy, reverse arrows, tongues, unluck

    4th: Arcane eye, contingent energy resistance, delay death, detect scrying, dimensional anchor, discern lies, divination, forceward, greater resistance, know vulnerabilities, lesser globe of invulnerability, locate creature, mass resist energy, ray deflection, scrying, sending, shadow conjuration, stoneskin, wrack

    5th: Break enchantment, celerity, contact other plane, commune, duelward, field of resistance, indomitability, lesser ironguard, mordenkainen's private sanctum, permanency, prying eyes, telepathic bond, true seeing

    6th: Analyze Dweomer, animate objects, antimagic field, forbiddance, globe of invulnerability, greater anticipate teleportation, greater dispel magic, guards and wards, heroes' feast, interplanar telepathic bond, legend lore, overwhelm, probe thoughts, repulsion, word of recall

    7th: Antimagic ray, control weather, energy immunity, ethereal jaunt, greater arcane sight, greater bestow curse, greater scrying, ironguard, prismatic wall, refuge, sequester, transfix, vision

    8th: Chain dispel, dimensional lock, discern location, earthquake, greater celerity, greater prying eyes, mind blank, moment of prescience, veil of undeath

    9th: Absorption, effulgent epuration, eye of power, freedom, foresight, imprisonment, mordenkainen's disjunction, reaving dispel, time stop, unbinding
    Last edited by Circle of Life; 2013-03-02 at 10:25 AM.
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    Ogre in the Playground
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    If an Oracle gets cleric levels with a shared domain do the cleric and oracle levels stack for purposes of the domain power?
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Bugbear in the Playground
     
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by JoshuaZ View Post
    If an Oracle gets cleric levels with a shared domain do the cleric and oracle levels stack for purposes of the domain power?
    That's one possibility. I'm not sure you can select the same domain twice however.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    A couple of updates across the board to the first post, including finishing out the logical progression of Sight Beyond Sight.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    I am seeing all kinds of possibilities with this class, thanks for brewing it. The capstone is amazing!

    Speaking of which, is there a duration length for the foresight, or does it last as long as the encounter?
    Last edited by JustineSane; 2012-03-19 at 12:54 AM.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Thanks.

    Quote Originally Posted by True Foresight
    [...]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
    Dealing with massive extended family DRAMAAAAA, posting slow to nonexistent until issues resolved.

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    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    This looks like an amazing class!

    I've been working on a Divination specialist base class myself and this looks pretty great! I like the capstone especially! This has definitely given me a lot of inspiration

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    Ogre in the Playground
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Overall, this does look very good, and I'd be willing to play it. The capstone is quite interesting and original, although I do have to wonder how it would play out if two oracles both tried to use their capstone ability.
    My homebrew:

    Spoiler
    Show


    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by JoshuaZ View Post
    Overall, this does look very good, and I'd be willing to play it. The capstone is quite interesting and original, although I do have to wonder how it would play out if two oracles both tried to use their capstone ability.
    It will look like this, and it will be shockingly Epic.
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    Bugbear in the Playground
     
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by JoshuaZ View Post
    Overall, this does look very good, and I'd be willing to play it. The capstone is quite interesting and original, although I do have to wonder how it would play out if two oracles both tried to use their capstone ability.
    I'm inclined to agree with Youtube on this one.

    Strictly from a mechanical standpoint, whoever uses the first True Foresight enters the virtual rounds first, and if another Oracle enters their own True Foresight during that duration, it can still be undone by the first Oracle ending their trance.
    Dealing with massive extended family DRAMAAAAA, posting slow to nonexistent until issues resolved.

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    I'm inclined to agree with Youtube on this one.

    Strictly from a mechanical standpoint, whoever uses the first True Foresight enters the virtual rounds first, and if another Oracle enters their own True Foresight during that duration, it can still be undone by the first Oracle ending their trance.
    So, mechanically, Holmes entered his trance first, and that's why he won.

    ...that works oddly well, actually. Eerie.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    Class Features The following are all class features of the Oracle.
    If I'm going to play this class, I have to tear it apart first. Be warned, I'm going to be harsh. Also, keep in mind that since I'm going to play one of these, every time I want to weaken something I'm asking you to weaken one of my favorite characters. That's a pretty big grain of salt.

    Spells: *Beguiler/Warmage/Dread Necromancer style casting.*

    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.
    I'm not complaining, but why did you decide on Int instead of Wis for the secondary stat? Oracles from history are almost universally portrayed as wise, not necessarily smart or charismatic. Perception is tied to Wisdom; why does an Oracle's power ignore it?

    That said, the list=known casting classes are all excellent and balanced; it's a great place to start.

    Domains:The domains available to an Oracle are Balance, Celerity, Community, Darkness, Dream, Healing, Knowledge*, Luck, Magic, Mentalism, Mind, Mysticism, Oracle, Protection, Renewal, Time, and Trickery.
    Okay. You get these notorious spells from these domains: Time Stop, Miracle, Mordenkainen's Disjunction, Polymorph Any Object, Astral Projection. Now, you give the Oracle some of these spells, but this is still a really powerful addition to the class. Not necessarily bad, just strong.

    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.
    That seems like a lot, especially at high levels, but I can't think of a way to alter it without adding another line to the table.
    This ability may be used in the following ways:
    • 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 free 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.
    I feel like it should be a Swift action, not a free action; there should still be some cost for getting a +20 to-hit. The move-action automiss is great against mages using ray spells, but they have plenty of options. As a whole, flavorful and solid.

    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).
    This inches the Oracle up to Tier 2, when coupled with the Domains. You don't really have the selection of a Sorcerer, but when all is said and done I think you have way more power/variety than a Wilder, and they're considered Tier 2.

    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.
    Useful, flavorful, not game-breaking, but nice. This means you shouldn't get much misinformation. This is what a good filler-level should look like.

    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.
    This scales pretty well, I think. At level 20 you can get +35 AC from three 1st level spells, but AC doesn't really matter at 20. At lower levels it just makes you a less squishy.

    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.
    • Stuff that is later subsumed.
    • 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).
    This is amazingly strong. You give up nothing to use this, it costs no action, and you can use it as much as you want. In return, you become a Roguebane, you can True See all the damn time, and you get to know the stats of everything near you all the time. I would put an action cost on this, either a move or standard to 'bring yourself into focus'. Either that, or limit the rounds/day.

    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.
    This is another strong ability, and at this point I'm beginning to suspect that you can't stand an empty level. The problem is, you've filled every level with something strong. It's beginning to add up to a nearly untouchable class, if played intelligently. What's the limit on this? Just an Immediate action? This needs a cap, be it uses/day or /encounter.

    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.
    This is too good. This ability, due to the nature of encounters in D&D, means that the entire group walks around with a +20 to AC, all the time. Sniper in the trees? Nope. Sneak attack in a crowded market? Nope. Arrow from a flying scout five hundred feet away? Nope. This should give everyone Uncanny Dodge and allow your party to always act in the Surprise round, or something like that. As is, this is as strong as a near-capstone.

    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.
    This is awesome, in both the "cool" and "terrifyingly powerful* way. This is almost a capstone in itself. I feel like there should be some penalty to the person that's saved; they should be dazed or stunned or something for a round or two after you bring them back. An Immediate-action "no" to death plus tactical teleportation shouldn't be so easy; even a Cleric can't stop death this easily, and they'd have to spend a spell/gold to do it.

    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. *Rules Snip*
    This is perhaps the most powerful, and complicated, capstone I've ever seen. I really, really like it, but I think it may have the problem, especially in PbP (and let's be honest, most games with a level 20+ Oracle will be PbP) in that this can take weeks, even months of play and invalidate them in one moment. I don't like that. I love the fluff of this, but the mechanics make the other players seem like chess pieces on a board, and that isn't fun for anyone but the Oracle. Your Int mod will be at least 5-6, and you can do this every encounter. I love this capstone, I really do, but as written it will make games crawl and frustrate the other players.

    So, yeah. I'm sorry that I had to end on that unhappy note, and I'm sorry that most of my comments here are criticisms; I had previously included a bunch of positive remarks, but they made my post almost twice as long as the OP, which is a bit intimidating. This is an excellent class, and I love both the fluff and the crunch. I look forward to playing as one.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by RaggedAngel View Post
    I feel like it should be a Swift action, not a free action; there should still be some cost for getting a +20 to-hit.
    The cost is that you just burned one of your strongest defensive abilities for the round to gain a to-hit bonus on a class that doesn't have a single attack roll spell, short of Miracle-replication. Honestly, at that level, I'd say it's more like eliminating miss chances for your targeted dispels. Would you call a 19th level class feature with limited uses per day that eliminates the first miss chance you would suffer in a round overpowered?

    This inches the Oracle up to Tier 2, when coupled with the Domains. You don't really have the selection of a Sorcerer, but when all is said and done I think you have way more power/variety than a Wilder, and they're considered Tier 2.
    Psions are tier 2, actually. Wilders are commonly thought of as tier 3. You really don't get very many spells out of it, all in all, and Oracles need some way of getting an offensive spell or two if they really want them.


    This scales pretty well, I think. At level 20 you can get +35 AC from three 1st level spells, but AC doesn't really matter at 20. At lower levels it just makes you a less squishy.
    Eh? Over the course of 20 levels, you get the effect of Abjurant Champion 5. I'm curious which three 1st level spells you used to get +35 AC too; all I can think of are Mage Armor (+9 @ 20th), Shield (+9 @ 20th), and Shield of Faith (which isn't on the Oracle spell list unless you took the Protection domain, in which case more power to you) (+10 @ 20th), for a grand total of +28 AC. Given the to-hit numbers monsters of CR 20-23 can pump out, that hardly seems excessive. What am I missing?

    This is amazingly strong. You give up nothing to use this, it costs no action, and you can use it as much as you want.
    You blind yourself until the start of your next turn, unless your foes are right up in your face at first, or actually capable of being detected by blindsense/touchsight at the very latest levels. True Seeing is a 5th level spell, and at the very highest levels you get the ability to use it at half range.

    In return, you become a Roguebane,
    There are many ways around Blindsense, and Blindsight isn't that much harder to bypass. When you're talking about challenges near or at epic levels, the sneaky types can't be expected to just breeze by your class features without working on their own.

    you can True See all the damn time,
    At one-quarter or one-half range, by blinding yourself, yes. For a 19th level effect, I don't see that as being so excessive.

    and you get to know the stats of everything near you all the time.
    The physical stats, yes, of creatures that you can find with touchsight. It's like a reverse Mindsight. Again, bordering on Epic levels when it comes into play.

    I would put an action cost on this, either a move or standard to 'bring yourself into focus'. Either that, or limit the rounds/day.
    Eh. The range limitation is much harsher than you seem to be giving it credit for.

    This is another strong ability, and at this point I'm beginning to suspect that you can't stand an empty level. The problem is, you fill each an every level with something strong. It's beginning to add up to a nearly untouchable class, if played intelligently. What's the limit on this? Just an Immediate action? This needs a cap, be it uses/day or /encounter.
    Would granting an ally a 20% miss chance against one attack per round be an overpowered class feature in your opinion? Unless their AC is ridiculously high, adding +4 AC (maybe; insight bonuses don't stack, after all) is equivalent to a weaker version of concealment. Food for thought.

    This is too good. This ability, due to the nature of encounters in D&D, means that the entire group walks around with a +20 to AC, all the time.
    Until the first round of combat, yes.

    Sniper in the trees? Nope. Sneak attack in a crowded market? Nope. Arrow from a flying scout five hundred feet away? Nope. This should give everyone Uncanny Dodge and allow your party to always act in the Surprise round, or something like that. As is, this is as strong as a near-capstone.
    Just to clarify, you would rather have the ability grant the party the ability to act in the surprise round, rather than protecting them from direct threats of such? That seems like the stronger option to me.


    This is awesome, in both the "cool" and "terrifyingly powerful* way. This is almost a capstone in itself. I feel like there should be some penalty to the person that's saved; they should be dazed or stunned or something for a round or two after you bring them back. An Immediate-action "no" to death plus tactical teleportation shouldn't be so easy; even a Cleric can't stop death this easily, and they'd have to spend a spell/gold to do it.
    Clerics have been able to stop death at next to no cost since level 9. If someone wants to take the class to 18th, eliminating the best PrCs, let them have a 1/day combat rez. It doesn't hurt anyone's fun to come back in the battle instead of sitting it out, and no party enjoys throwing away 25k on a true rez. Is there really any harm here, aside from obviating a costly 9th level spell?


    This is perhaps the most powerful, and complicated, capstone I've ever seen.
    "I have seen the future. It isn't pretty."

    I really, really like it, but I think it may have the problem, especially in PbP (and let's be honest, most games with a level 20+ Oracle will be PbP) in that this can take weeks, even months of play and invalidate them in one moment. I don't like that. I love the fluff of this, but the mechanics make the other players seem like chess pieces on a board, and that isn't fun for anyone but the Oracle. Your Int mod will be at least 5-6, and you can do this every encounter. I love this capstone, I really do, but as written it will make games crawl and frustrate the other players.
    Well, unless you decide to entirely redo the encounter from turn 1, nothing will change until you reach the point that you want to alter things - i.e., no time need actually elapse while you reach the point you want to go back to. Just say "okay, we're going back to round 4, on my turn before Joe failed his save against Disintegrate. You'll be alright now buddy!".

    It doesn't need to be a complete redo unless the PCs got trounced from turn 1, and at that point you'll probably be glad you had it.

    Would you be happier with it if it was a 1/day ability, instead of 1/encounter? I thought of it as the defining feature of the class, but if you really think it needs to be castrated just for PbP play...
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post

    Would you be happier with it if it was a 1/day ability, instead of 1/encounter? I thought of it as the defining feature of the class, but if you really think it needs to be castrated just for PbP play...
    I don't think this is necessary, but it may make sense to include a note to players that in such games they should maybe evaluate how long battles are taking in real life to resolve?
    My homebrew:

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    The cost is that you just burned one of your strongest defensive abilities for the round to gain a to-hit bonus on a class that doesn't have a single attack roll spell, short of Miracle-replication. Honestly, at that level, I'd say it's more like eliminating miss chances for your targeted dispels. Would you call a 19th level class feature with limited uses per day that eliminates the first miss chance you would suffer in a round overpowered?
    And thus begins a long period of me sighing at how I should have spent another hour looking through the spell list.

    Psions are tier 2, actually. Wilders are commonly thought of as tier 3. You really don't get very many spells out of it, all in all, and Oracles need some way of getting an offensive spell or two if they really want them.
    Wilders can break the world wide open. They can't do it in many different ways, but they still have a nuclear bomb. I call'um Tier 2. That said, the Oracle's power takes a lot more work, and interaction with the DM, to use properly.

    Eh? Over the course of 20 levels, you get the effect of Abjurant Champion 5. I'm curious which three 1st level spells you used to get +35 AC too; all I can think of are Mage Armor (+9 @ 20th), Shield (+9 @ 20th), and Shield of Faith (which isn't on the Oracle spell list unless you took the Protection domain, in which case more power to you) (+10 @ 20th), for a grand total of +28 AC. Given the to-hit numbers monsters of CR 20-23 can pump out, that hardly seems excessive. What am I missing?
    I actually liked this ability; I'm sorry if it didn't seem like it. I don't think you should change a thing. Oh, and the +35 came from me doing poor math. I am the best engineer.

    You blind yourself until the start of your next turn, unless your foes are right up in your face at first, or actually capable of being detected by blindsense/touchsight at the very latest levels. True Seeing is a 5th level spell, and at the very highest levels you get the ability to use it at half range.
    How are you blind? You have Blindsight and True Seeing. And what blocks True Seeing and Touchsight? Not even Superior Invisibility blocks True Seeing, and that's the absolute peak of the Invisibility line.

    There are many ways around Blindsense, and Blindsight isn't that much harder to bypass. When you're talking about challenges near or at epic levels, the sneaky types can't be expected to just breeze by your class features without working on their own.
    As far as I know, it's just Darkstalker. That said, I agree with your last point.

    The physical stats, yes, of creatures that you can find with touchsight. It's like a reverse Mindsight. Again, bordering on Epic levels when it comes into play.
    Eh. The range limitation is much harsher than you seem to be giving it credit for.
    Again, what blocks touchsight? You make it sound like most things will be utterly imperceptible at high levels.

    Would granting an ally a 20% miss chance against one attack per round be an overpowered class feature in your opinion? Unless their AC is ridiculously high, adding +4 AC (maybe; insight bonuses don't stack, after all) is equivalent to a weaker version of concealment. Food for thought.
    Hm, I can see that, and I agree with you. I was just getting a bit overwhelmed at the deluge of bonuses and abilities.

    Until the first round of combat, yes. Just to clarify, you would rather have the ability grant the party the ability to act in the surprise round, rather than protecting them from direct threats of such? That seems like the stronger option to me.
    Not really; at the level you get this it means that your party is nearly immune to attacks until combat gets under way. Shouldn't they be more vulnerable when they have no idea an attack is coming, not less?

    Clerics have been able to stop death at next to no cost since level 9. If someone wants to take the class to 18th, eliminating the best PrCs, let them have a 1/day combat rez. It doesn't hurt anyone's fun to come back in the battle instead of sitting it out, and no party enjoys throwing away 25k on a true rez. Is there really any harm here, aside from obviating a costly 9th level spell?
    Hm. Rule of Fun. I'm inclined to agree with you, this isn't hurting anything.

    "I have seen the future. It isn't pretty."
    I'm glad you know me, darling.

    Well, unless you decide to entirely redo the encounter from turn 1, nothing will change until you reach the point that you want to alter things - i.e., no time need actually elapse while you reach the point you want to go back to. Just say "okay, we're going back to round 4, on my turn before Joe failed his save against Disintegrate. You'll be alright now buddy!".

    It doesn't need to be a complete redo unless the PCs got trounced from turn 1, and at that point you'll probably be glad you had it.

    Would you be happier with it if it was a 1/day ability, instead of 1/encounter? I thought of it as the defining feature of the class, but if you really think it needs to be castrated just for PbP play...
    I...love Sherlock Holmes too much to want to see this ability killed. Uuuurg. It needs a bit of playtesting, but this comes in at the level of all kinds of crazy, crazy powers and spells. It should be fine, as long as it isn't used in exasperating ways.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by RaggedAngel View Post
    How are you blind? You have Blindsight and True Seeing.
    Okay, allow me to rephrase that. You're blind except for the limited vision modes afforded you by the ability. Something 125 feet away can attack you and you'd be entirely unaware of it.

    And what blocks True Seeing
    Hiding, among other things.
    and Touchsight? Not even Superior Invisibility blocks True Seeing, and that's the absolute peak of the Invisibility line.
    Being incorporeal/gaseous/ethereal/shadowstuff, for Touchsight. And you're correct, True Seeing pierces Superior Invisibility. Touchsight, on the other hand, does not, nor does blindsense or blindsight.


    As far as I know, it's just Darkstalker. That said, I agree with your last point.
    There are several other methods, but I don't really feel like trawling the Rogue charop threads to track them down at present. Even so, one feat allows any sneaky type to get around your basic defenses.

    Again, what blocks touchsight? You make it sound like most things will be utterly imperceptible at high levels.
    Above, and... no, not most things. No more so than most creatures should be invisible to your normal vision at low levels. My point was that sneaky things can continue to be sneaky things despite your advantages, and a few interesting vision abilities don't exactly do much against something you could have seen anyway.

    Not really; at the level you get this it means that your party is nearly immune to attacks until combat gets under way.
    That is the point of the ability, yes.

    Shouldn't they be more vulnerable when they have no idea an attack is coming, not less?
    Not with an Oracle in the party, no. "I have seen the future", remember?
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    Okay, allow me to rephrase that. You're blind except for the limited vision modes afforded you by the ability. Something 125 feet away can attack you and you'd be entirely unaware of it.

    Hiding, among other things.

    Being incorporeal/gaseous/ethereal/shadowstuff, for Touchsight. And you're correct, True Seeing pierces Superior Invisibility. Touchsight, on the other hand, does not, nor does blindsense or blindsight.
    You have sufficiently convinced me that this ability is not overpowered, though I still believe that it is strong.

    Above, and... no, not most things. No more so than most creatures should be invisible to your normal vision at low levels. My point was that sneaky things can continue to be sneaky things despite your advantages, and a few interesting vision abilities don't exactly do much against something you could have seen anyway.
    Now, when you say it like that it makes the ability sound useless.

    That is the point of the ability, yes.
    Not with an Oracle in the party, no.
    I would fluff this as the oracle keeping a running stream on all danger in the local area. Any time anything hostile is about to happen, she tugs on Fate to make the attack have a huge chance of failure. My question is, why does that go away once the combat order begins? Why shouldn't she just stand there and continue to direct Fate?
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by RaggedAngel View Post
    My question is, why does that go away once the combat order begins? Why shouldn't she just stand there and continue to direct Fate?
    Because Fate is a fickle mistress. Once people start to take it into their own hands, the Oracle can't just twist it about to her own whims like she normally does.

    And because balance is a tricksy thing.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    Because Fate is a fickle mistress. Once people start to take it into their own hands, the Oracle can't just twist it about to her own whims like she normally does.

    And because balance is a tricksy thing.
    And with that, I concede my final point. Good show, Circle.

    Now, just tell me why on earth you'd willingly give a character Disjunction, just for my own personal curiosity.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by RaggedAngel View Post
    Now, just tell me why on earth you'd willingly give a character Disjunction, just for my own personal curiosity.
    Because WotC hates printing real abjuration spells and there was nothing else to fill out the level.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Circle of Life View Post
    Because WotC hates printing real abjuration spells and there was nothing else to fill out the level.
    Why, exactly, aren't they paying you to work on 5e?
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by RaggedAngel View Post
    Why, exactly, aren't they paying you to work on 5e?
    Our design philosophies are clearly incompatible. I mean, just look at the list of designers they fired (everyone who made something decent) and who they rehired (everyone who has continued the trend of imbalanced archetypes) to work on it.

    *shrug*
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Is there any chance we could see an Epic advancement for the Oracle? I was going to write one up all quick-like, but I'm not sure which class features would be advanced and which wouldn't. Prescience? Sight Beyond Sight? How many Bonus Feats? Too much guesswork for me to feel confident doing it.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    The Epic Oracle
    {table=head]Oracle Level|Special
    21|Bonus Feat
    22|Eclectic Learning
    23|-
    24|Bonus Feat
    25|Eclectic Learning
    26|-
    27|Bonus Feat
    28|Eclectic Learning
    29|-
    30|Bonus Feat[/table]

    Spells: The Epic Oracle's caster level is equal to her class level. The Epic Oracle's number of spells per day does not increase after 20th level.

    Eclectic Learning: An Epic Oracle continues to learn new spells via her Eclectic Learning class feature.

    Bonus Feats: At 21st level and every 3 levels thereafter, the Epic Oracle gains a bonus feat drawn from the Epic Oracle bonus feat list.

    Epic Oracle Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Stowaway, Spell Opportunity, Tenacious Magic.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    What if you went blind completely? Would the blindsight (and the rest) still stand?

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by Eleven View Post
    What if you went blind completely? Would the blindsight (and the rest) still stand?
    It would by RAW, though you would still have to close your eyes. I'm not sure about RAI, but it makes sense. Playing a blind Oracle would be cool, and it wouldn't be too much of a setback to your character.

    EDIT- I just noticed that you changed the True Strike ability from a free action at level 17 to a swift action, and my first thought was "dang, now it'll be harder to get off crazy combos!"

    So, uh, good job. If my inner munchkin is upset, it means you did something right.
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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    I hate to put extra work on you but would it be possible to cut the spellcasting off a variant of this class and quasi-merge it with Factotum. My Sherlock Holmes fanboy just Squeed.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    this is absurdly awesome and reminds me kinda of koA:Reckoning.
    just putting this out there... what about giving bigger bonuses to the actual divination spells at higher levels?
    the only one i saw, unless i missed something, was allowing them to reroll, which is very good, but in a class based entirley around divinations thematically i doesnt seem out of place to allow bonuses to the roll or hell, auto 20 at high levels?

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    RaggedAngel's Avatar

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    Default Re: You ever get the feeling this has all happened before? [3.5 Base Class - The Orac

    Quote Originally Posted by zegram 33 View Post
    this is absurdly awesome and reminds me kinda of koA:Reckoning.
    just putting this out there... what about giving bigger bonuses to the actual divination spells at higher levels?
    the only one i saw, unless i missed something, was allowing them to reroll, which is very good, but in a class based entirley around divinations thematically i doesnt seem out of place to allow bonuses to the roll or hell, auto 20 at high levels?
    This is actually an interesting idea. Cutting, say, Oracle's Shield and adding a bonus to divination rolls? Or, you know, just adding the bonus without dropping any other features, because when you get powerful enough divination it basically adds up to "so, Mr. DM, hand over your notes for three or four minutes."
    Last edited by RaggedAngel; 2012-03-26 at 04:47 PM.
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