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    Lix Lorn's Avatar

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    Default The Oracle [Base Class, Talents]

    The Oracle
    ‘I knew you were going to say that, but somehow it was still so stupid I want to cry’ – Sarkus, Prophet.

    Background: An Oracle is one blessed with sight beyond sight, the ability to see that which others miss. This talent makes them the greatest of information gatherers, and capable of using it to enhance their skills.
    Races: For many reasons, long lived races are the most common of Oracles. Capable of helping their race, or simply watching that their long lives are not cut short. Oddly, they are common among the more uncivilised of races too, often serving as advisors.
    Other Classes: No-one can see the future as well as an Oracle, but they have little supernatural power compared to those without their special insights. This exchange rarely seems a fair deal to those without the supernal sight.
    Role: Oracles are excellent support characters, but have decent competence in most areas.
    Oracles in the World: Oracles are fairly rare, but most tribes and towns over a small size will have them. Only the largest places are likely to have multiple.
    Inspiration: There are very few divination based things in d&d.

    Alignment: Any.
    Hit Die: d6
    Starting Gold: As Paladin
    Starting Age: As Cleric
    Class Skills-The Oracle’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Dex), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha) and Use Rope (Dex) .
    Skill Points at 1st level: (6+ Int Modifier) x4
    Skill Points per Level: 6 + Int Modifier

    The Oracle
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Sight Beyond Sight, Sight Talent
    2nd
    +1
    +0
    +0
    +3
    Sight Talent
    3rd
    +2
    +1
    +1
    +3
    Sight Talent
    4th
    +3
    +1
    +1
    +4
    Sight Talent
    5th
    +3
    +1
    +1
    +4
    Sight Talent
    6th
    +4
    +2
    +2
    +5
    Sight Talent
    7th
    +5
    +2
    +2
    +5
    Forewarning, Sight Talent
    8th
    +6/+1
    +2
    +2
    +6
    Sight Talent
    9th
    +6/+1
    +3
    +3
    +6
    Sight Talent
    10th
    +7/+2
    +3
    +3
    +7
    Sight Talent
    11th
    +8/+3
    +3
    +3
    +7
    Eyes of the Oracle, Sight Talent
    12th
    +9/+4
    +4
    +4
    +8
    Sight Talent
    13th
    +9/+4
    +4
    +4
    +8
    Sight Talent
    14th
    +10/+5
    +4
    +4
    +9
    Sight Talent
    15th
    +11/+6/+1
    +5
    +5
    +9
    Sight Talent
    16th
    +12/+7/+2
    +5
    +5
    +10
    Sight Talent
    17th
    +12/+7/+2
    +5
    +5
    +10
    Sight Talent
    18th
    +13/+8/+3
    +6
    +6
    +11
    Sight Talent
    19th
    +14/+9/+4
    +6
    +6
    +11
    Sight Talent
    20th
    +15/+10/+5
    +6
    +6
    +12
    Sight Talent, Everwatch

    Weapon and Armour Proficiency: An Oracle is proficient with one of either spears, swords, bows, or Light tomes, and light armor.

    Oracle: An Oracle has a caster level equal to ¾ of their class level.

    Sight Beyond Sight (Su): An Oracle sees everything coming. They double their sight range increments, and gain a +3 insight bonus to spot checks. In addition, they have Darkvision out to their sight range before this ability.

    Sight Talents: At each level, an Oracle chooses a Talent from the following list. At eleventh level and beyond, they may instead choose a talent from any base class they possess. Remember, greater talents and talents with a BAB or ECL requirement over 10, or a save requirement over 7, are not considered base class talents. Spell Like Abilities granted from talents use your caster level (usually 3/4 of your class level, with a minimum of one, but otherwise usually equal to your BAB.)
    Spoiler
    Show
    Arcane Awareness (Sp)
    You understand magic instinctively. You may cast Detect Magic, Read Magic, and Identify as spell like abilities, and are always under the effects of Detect Magic, unless you choose to deactivate it.

    Eldritch Awareness (Sp) Requires: Arcane Awareness
    You may now cast Arcane Sight as a spell like ability at will.

    Archmage’s Eyes (Sp) Requires: Eldritch Awareness, ECL 15
    Your Arcane Sight is now Greater Arcane Sight.

    Oracle’s Eyes (Su) Requires: Eldritch Awareness, ECL 14
    You are now constantly under the effects of Arcane Sight, unless you choose to deactivate it. If you have ECL 18 and the Archmage’s Eyes talent, this is instead Greater Arcane Sight.

    Arcane Knowledge (Sp) Requires: Character level 5, DM Adjudication
    You may choose a single arcane or divine spell of level one or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal.
    Alternatively, you may gain access to a single Least invocation, usable at will.

    Arcane Secrets (Sp) Requires: Arcane Knowledge, Character level 9
    You may choose a single arcane or divine spell of level three or lower. You gain it as a spell like ability usable once an encounter, but must pay XP and Gold costs as normal. You may now use your spell like ability from Arcane Knowledge twice an encounter (or hour).
    Alternatively, you may gain access to a single Lesser invocation, usable at will.

    Eldritch Knowledge (Sp) Requires: Arcane Secrets, ECL 13
    You may choose a single arcane or divine spell of level five or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal. You may now use your abilities from Arcane Knowledge and Arcane Secrets once more an encounter (or hour) each.
    Alternatively, you may gain access to a single greater invocation, usable at will.

    Eldritch Secrets (Sp) Requires: Eldritch Knowledge, ECL 17
    You may choose a single arcane or divine spell of level seven or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal. You may now use your abilities from Eldritch Knowledge, Arcane Knowledge and Arcane Secrets once more an encounter (or hour) each.
    Alternatively, you may gain access to a single dark invocation, usable at will.

    Asking the World (Sp) Requires: ECL 8
    Once a day, you may ask a question of the future. You have a 50% chance of a correct answer, plus twice your ECL. Half of the time, an incorrect answer is the opposite of the truth, and the other half it is simply a random untruth. Answers are always short and to the point, generally one-word.

    Deadly Precision
    You gain Precision Targeting (1), exactly as the Shrewd Tactician ability.

    Wait, That Class Doesn’t Properly Exist Yet
    Call it a preview.

    Precision Targeting (Ex): By taking time to aim for soft spots,
    you deal bonus damage dice to your target. The size of these damage
    dice depends on the time spent aiming. This aiming process can be
    interrupted by damage much like spellcasting, and provokes attacks of
    opportunity.
    By using a move action on this ability, your next attack deals bonus d3
    damage dice.
    By using a full round action on this ability, your next attack deals
    bonus d6 damage dice.
    By using one entire round on this ability, your next attack deals bonus
    d8 damage dice.

    Careful Aim Requires: Deadly Precision
    Your Precision Targeting ability no longer provokes attacks of opportunity to use.

    Perfect Aim Requires: BAB +4, Deadly Precision.
    Your Precision Targeting ability increases to two dice.

    Flawless Aim Requires: Perfect Aim, BAB +8, ECL 11
    Your Precision Targeting ability increases to three dice.

    Headshot Requires: Flawless Aim, BAB +12, ECL 14
    Your Precision Targeting ability increases to four dice.

    Dissonant Knowledge (Su)
    As a standard action, you impart a foe with a disturbing revelation. They must pass a will save, or be sickened for one round. After using this talent, you may not do so again for 8-Wis mod rounds, minimum 3.

    Destructive Knowledge (Su) Requires: Dissonant Knowledge
    As a standard action, you grant your foe a secret their head struggles to contain. They must pass a will save, or suffer 1d4 damage per second caster level and be sickened for one round. After using this talent, you may not do so again for 10-Wis mod rounds, minimum 3.

    When you take this talent, your Dissonant Knowledge talent reduces its cooldown by two, to a minimum of two.

    Vision of Death (Su) Requires: Destructive Knowledge, ECL 13
    As a standard action, you force upon your foe a vision of their own death. They must makie two will saves. If both are failed, they die. If one is failed, they take 1d8 damage per second caster level and are sickened for one round. If both are passed, they suffer no effects. (Mettle and similar abilities negate all effects with a single successful save.) After using this talent, you msy not do so again for 14-Wis mod rounds, minimum 5.

    When you take this talent, your Dissonant Knowledge talent reduces its cooldown by two, to a minimum of one, and your Destructive Knowledge talent reduces its cooldown by two, to a minimum of two.


    Distant Presence (Sp)
    As a full round action at will, you may cast Clairaudience/Clairvoyance.

    Eagle Eyes (Ex)
    You see far, far beyond. You double your sight range increments, and gain a competence bonus to spot checks equal to a quarter of your character level, plus two.

    Effortless Evasion (Su)
    Whenever you’re attacked by a foe who is not warded against scrying, you receive a bonus to AC equal to one plus a quarter of your character level. You gain this same bonus on reflex saves caused by characters or events not warded against scrying.

    Eyes of the Divine
    Whenever you cast a spell against a target who is a valid target for scrying (IE, not under the effects of a spell that would block Scrying), your caster level is equal to your class level.

    Blessed Insight Requires: Eyes of the Divine
    Against targets who are a valid target for scrying (IE, not under the effects of a spell that would block Scrying), you add 1+ a quarter of your character level to spell penetration rolls.

    The Eyes talents are difficult to master, and only great oracles can use multiple. A character may not take a second Eyes talent until ECL 6, a third until ECL 11, or a fourth before ECL 16.

    Eyes of the Hunter
    Whenever you make a physical (IE. non tome, non stave, non spell, non mindstar) attack roll against a target who is a valid target for scrying (IE, not under the effects of a spell that would block Scrying), you add 1+ a quarter of your character level as an insight bonus to the attack roll.

    The Eyes talents are difficult to master, and only great oracles can use multiple. A character may not take a second Eyes talent until ECL 6, a third until ECL 11, or a fourth before ECL 16.

    Hunter’s Sight Requires: Eyes of the Hunter
    Against targets who are a valid target for scrying (IE, not under the effects of a spell that would block Scrying), your critical threat range and modifier are each increased by one, after any other increases.

    Eyes of the Martyr
    Your hit dice from Oracle levels increase by one size, retroactively and in the future. (In normal circumstances, this results in a d8 hit dice. It cannot increase a hit dice beyond d12.) In addition, you add 1+ a quarter of your character level to fortitude saves, as long as the source of the effect you save against is not warded from scrying effects.

    Martyr’s Sight Requires: Eyes of the Martyr
    You are incredibly difficult to put down, as you know what is coming and accept it. You do not die at -10hp, and do not die until you reach negative HP equal to your maximum.

    Eyes of the Speaker
    When using them against targets who are a valid target for scrying (IE, not under the effects of a spell that would block Scrying), you gain an insight bonus equal to 2+ a quarter of your character level to all social skills, includng Diplomacy, Intimidate, Gather Information, Handle Animal and Bluff.

    Speaker’s Sight Requires: Eyes of the Speaker
    You may make a social roll in half the time it would normally take.

    Find the Gap
    As an attack action, the character makes a strike aimed for the chinks in the foe’s armour. If they hit, they ignore points of Damage Reduction, Energy Resistance, Resist, or other damage-reducing effects equal to twice their dexterity modifier, as well as dealing lethal damage regardless of regeneration.
    After using this ability, the character may not use it again for 9-Wis mod rounds, minimum two.

    Pinhole Strike Requires: Find the Gap, ECL 11
    When the character uses Find the Gap, they ignore all points of applicable defensive abilities. In addition, they reduce the cooldown of this ability by two, minimum one.

    Finding Lost Things (Sp) Requires: ECL 5
    At will, you may cast Locate Object as a spell like ability.

    Searching the Labyrinth (Sp) Requires: Finding Lost Things, ECL 7
    You may now also cast Locate Creature as a spell like ability.

    Supernal Seeker (Sp) Requires: Searching the Labyrinth, ECL 15
    You may now cast Discern Location as a spell like ability.

    Furious Flurry (Ex)
    With lightning speed, you strike repeatedly. This talent allows you to make one additional attack in a full attack. After making a flurry, you may not use another one for 10-Wis mod rounds, minimum two.

    Grand Flurry Requires: Flurry of Strikes, ECL 11
    Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.

    Lost From Sight (Ex) Requires: Hide 8 ranks
    You gain the Hide in Plain Sight ability. You may use the Hide skill in even the brightest and desolate areas, without need for concealment, and regardless of other beings watching you.

    Long-Forgotten Legends (Sp) Requires: ECL 11
    You are always considered to be using the effects of the Legend Lore spell, as long as you can name some information you wish to discover with it. In addition, you continue learning even while acting and adventuring normally, although you do so at half speed.

    Visions (Sp) Requires: Long Forgotten Legends, ECL 13
    Once per week, you may cast Vision as a spell like ability without regard for its XP component. You may use the spell like ability at will at any other time, but must pay the XP cost.

    Meld Into Darkness (Su) Requires: Hide 8 ranks
    While standing in an area of shadows, you may cast Invisibility on yourself, with your caster level equalling your character level. After this ability wears off, you may not use it again for 10-Wis mod minutes, minimum two.

    Vanish Into Aether Requires: Lost From Sight, Meld Into Darkness
    You may use Meld Into Darkness regardless of the presence of shadows.

    Vengeful Shadow Requires: Meld Into Darkness, ECL 11
    Your Invisibility ability is now Greater Invisibility.

    Ghostly Presence Requires: Vengeful Shadow, Hide 18 ranks, ECL 11
    You may now cast Ethereal Jaunt instead of Greater Invisibility. If you do, you may not do so again for 10-Dex mod hours.

    Move Like The Wind (Ex)
    This talent renders you an expert at dodging. It grants a +1 dodge bonus to AC, and the Mobility feat, regardless of whether you meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.)

    One Step Ahead (Ex)
    You gain the Evasion ability, as a rogue.

    Not Even There (Ex): Requires: One Step Ahead or Evasion, CL 5
    You gain the Improved Evasion ability, as a rogue.

    Oracle’s Knowledge (Sp) Requires: Character level 5, DM Adjudication
    You may choose a single Divination spell or clairsentience power of level one or lower. You gain it as a spell/psi like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal.

    Oracle’s Secrets (Sp) Requires: Oracle’s Knowledge, Character level 9
    You may choose a single Divination spell or clairsentience power of level three or lower. You gain it as a spell/psi like ability usable once an encounter, but must pay XP and Gold costs as normal. You may now use your spell/psi like ability from Oracle’s Knowledge twice an encounter (or hour).

    Prophet’s Knowledge (Sp) Requires: Oracles Secrets, ECL 13
    You may choose a single Divination spell or clairsentience power of level five or lower. You gain it as a spell/psi like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal. You may now use your abilities from Oracle’s Knowledge and Oracle’s Secrets once more an encounter (or hour) each.

    Prophet’s Secrets (Sp) Requires: Prophet’s Knowledge, ECL 17
    You may choose a single Divination spell or clairsentience power of level seven or lower. You gain it as a spell/psi like ability usable once an encounter, but must pay XP and Gold costs as normal.You may now use your abilities from Oracle’s Knowledge, Oracle’s Secrets and Prophet’s Knowledge once more an encounter (or hour) each.

    Precognitive Edge (Su)
    As a full round action, you cast your awareness forwards. You may snap it back at any time, allowing yourself to react faster, to correct mistakes. When you do so, you add your Wisdom modifier as an insight bonus to a single roll, or to your AC against a single attack.

    Prescience (Su) Requires: Precognitive Edge, ECL 11
    By spending five minutes in mediation, you can leave a powerful divination effect over yourself. You may use up this effect to grant yourself an insight bonus equal to half your ECL on any roll, or to your AC against a single attack.

    Privacy Veil
    Using your own knowledge, you make it hard to divine your location. Anyone attempting to do so with magic or similar abilities must make a check (caster level, usually) against yours, treating your ECL as your relevant level.

    Revelation Blindfold (Su)
    When wearing a blindfold, you see as if you had perfect 20/20 vision (through the blindfold). This negates eye injury or blindness, but not darkness or magical blindness.

    Second Chances (Su) Requires: ECL 11
    As a free action, even in someone else’s turn, you may reroll any one roll you make. After using this ability, you may not do so again for 20-wis mod rounds, minimum 5.

    See Deception (Ex)
    You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects.

    Sight Beyond (Sp) Requires: ECL 5
    At will, you may use Scrying as a spell like ability.

    Watching the Watchers (Su) Requires: Sight Beyond
    You are constantly under the effect of a Detect Scrying effect.

    Silver Tongue
    You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two.

    Hero’s Promise (Ex) Requires: Silver Tongue
    There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
    This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.

    Spellbreaker (Su)
    Once an encounter (once an hour outside of them), you may attempt to dispel a spell or effect. This functions as per Greater Dispel Magic, and uses your caster level.

    Thoughtsense Requires: ECL 5
    A skilled Oracle knows what you’re thinking before you say it, even if you didn’t plan to say it. At will, she may cast Detect Thoughts as a spell like ability.

    Travelling Eye (Sp)
    At will, you may cast Arcane Eye as a spell like ability.

    Swarm of Eyes (Sp) Requires: ECL 8
    You may now cast Prying Eyes, at will as a spell like ability.

    Trusted Instincts
    By believing in your instincts, you gain a +2 competence bonus to your wisdom score.

    Instinctual Wisdom Requires: Trusted Instincts, ECL 11
    Your training reaches a peak. Your bonus to Wisdom is increased to +4.

    Truth Transcends Language Requires: ECL 5
    An Oracle with this talent understands all languages, and their words are understood by any creature that understands at least one language.


    Forewarning (Su): An Oracle of 7th level is almost impossible to catch off guard. They have Blindsense, with a range of 10ft+5ft per point of Wisdom modifier, and the Uncanny Dodge ability as if a Barbarian of their level.

    Eyes of the Oracle (Su): An Oracle of 11th level is not fooled by deception. She is constantly under the effects of a True Seeing spell.

    Everwatch (Su): The Blindsense from your Eyes of the Oracle ability is upgraded to Blindsight, and the Uncanny Dodge to Improved Uncanny Dodge.

    Feats
    Spoiler
    Show
    Study of Insight
    Prerequisites: Sight Beyond Sight
    Benefits: All class features usually based on Wisdom are instead based on Intelligence. You have access to the Grand Knowledge talent and the Supreme Scholar greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
    Normal: Educated guesses aren't that good.

    Charming Prophet
    Prerequisites: Sight Beyond Sight
    Benefits: All class features usually based on Wisdom are instead based on Charisma. You have access to the Overwhelming Power talent and the Irresistable Force greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
    Normal: You cannot seduce the fates and have them tell you the answers.
    Last edited by Lix Lorn; 2014-04-29 at 05:16 PM.
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  2. - Top - End - #2
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    Default Re: The Oracle [3.5 Base Class, Talents]

    Lix! Been a while. Here to help you smooth out your class! :)

    Grammatical and Formatting Errors:
    There's a gap between your header and the first section of abilities in your table.

    For the caster level aspect, caster levels for spell-like abilities are, by default, equal to a creature's Hit Dice. However, since you seem to be overriding that, you need to specify the caster level for the oracle's spell-like abilities is equal to 3/4ths of their class level. However, I would make this easier on your readers and have their class level be equal to "the base attack bonus the oracle receives from his oracle levels only", as that's an easy way to determine what 3/4ths of the oracle's level is, and you also need to say "(minimum 1)" because at 1st level he has a CL 0.

    Your Sight Talents have no description for the saving throws allowed, if any. This is important for the following talents:
    Arcane Knowledge
    Arcane Secrets
    Eldritch Knowledge
    Eldritch Secrets
    Dissonant Knowledge
    Destructive Knowledge
    Vision of Death
    Oracle's Knowledge
    Oracle's Secrets
    Prophet's Knowledge
    Prophet's Secrets
    Sight Beyond
    Thoughtsense

    The Deadly Precision line of abilities, along with many others including the entire Eye line, do not have an (Ex), (Sp), or (Su) tag.

    Dissonant Knowledge and its line do not have a maximum range listed.

    Eyes of the Martyr has a typo. It says that you increase your hit dice by one step, which usually results in a d8, but you have d8 listed as the HD for the oracle, so either it should be d10 or the oracle's HD should be d6.

    Searching the Labyrinth and Supernal Seeker do not have a daily/at will tag.

    Furious Flurry does not have an action to activate stated (either swift or free)

    As it stands, there's really little reason to take Eagle Eyes, as it does not stack with Sight Beyond Sight.

    Meld into Darkness is a (Sp), not (Su)

    Privacy Veil is trivial to overcome, since it's Caster Level + d20 vs your character level. Effects like this (SR, Dispelling, etc) usually have the DC at 11+CL.


    Content-Based Critique:
    You have 20+ skills as class skills and only 4+Int skills points. I think this class could use some love in that department, so 6+Int skill points would probably be fine.

    Autohypnosis seems like an appropriate skill for them to have as well.

    Psicraft and Use Psionic Device, as well as Martial Lore, should be added here. This guy knows all and sees all if he chooses to.

    I would like to see a Sight Talent that influences crafting, maybe something that either buffs the check or allows the oracle to craft magical arms and armor without the feats or spells needed.

    The class has very poor defensive abilities, so I think you should grant it some kind of buff there. Maybe a Sight Talent that grants proficiency with heavy armor (there's no somatic components for spell-like abilities after all), and a Sight Talent that grants limited use of the dimension door spell as a gtfo mechanism.

    Revelation Blindfold could use a buff. I like the flavor and I really want to use a blindfolded oracle, but I'm basically just tossing a Sight Talent away in order to ignore the penalties of my fluff choice. That's worse than Two-Weapon Fighting or Improved Shield Bash in terms of taxes. Perhaps while an oracle wears a blindfold, creatures take a penalty to their Sense Motive checks against him, and maybe he gains a bonus to his Listen checks?

    Divination is cool, but this guy should have ALL the senses. We're talking See in Darkness, True Seeing, Blindsight, Blindsense, Tremorsense, Scent, All Around Vision, etc. EVERYTHING.

    He should also have foresight as a capstone. No way some pansy ass wizard can never be surprised all day and this oracle can't.

    Great class! Could use some work, but I think you've definitely got something here and if you give it a little back and forth with your PEACHers, you'll have a gem.

  3. - Top - End - #3
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: The Oracle [3.5 Base Class, Talents]

    Quote Originally Posted by NeoSeraphi View Post
    Lix! Been a while. Here to help you smooth out your class! :)

    Grammatical and Formatting Errors:
    There's a gap between your header and the first section of abilities in your table.
    Whooops. Will fix.

    For the caster level aspect, caster levels for spell-like abilities are, by default, equal to a creature's Hit Dice. However, since you seem to be overriding that, you need to specify the caster level for the oracle's spell-like abilities is equal to 3/4ths of their class level. However, I would make this easier on your readers and have their class level be equal to "the base attack bonus the oracle receives from his oracle levels only", as that's an easy way to determine what 3/4ths of the oracle's level is, and you also need to say "(minimum 1)" because at 1st level he has a CL 0.
    I can specify that.

    Your Sight Talents have no description for the saving throws allowed, if any. This is important for the following talents:
    Arcane Knowledge
    Arcane Secrets
    Eldritch Knowledge
    Eldritch Secrets
    Dissonant Knowledge
    Destructive Knowledge
    Vision of Death
    Oracle's Knowledge
    Oracle's Secrets
    Prophet's Knowledge
    Prophet's Secrets
    Sight Beyond
    Thoughtsense
    All talent-classes use 10+ECL/2+ability modifier as the DC. I'll mention this.

    The Deadly Precision line of abilities, along with many others including the entire Eye line, do not have an (Ex), (Sp), or (Su) tag.
    Whoops.

    Dissonant Knowledge and its line do not have a maximum range listed.
    Better add it.

    Eyes of the Martyr has a typo. It says that you increase your hit dice by one step, which usually results in a d8, but you have d8 listed as the HD for the oracle, so either it should be d10 or the oracle's HD should be d6.

    Searching the Labyrinth and Supernal Seeker do not have a daily/at will tag.

    Furious Flurry does not have an action to activate stated (either swift or free)
    Will fix!

    As it stands, there's really little reason to take Eagle Eyes, as it does not stack with Sight Beyond Sight.
    It should! I almost left it out, but decided a stupid-high spot check was entirely IC.

    Meld into Darkness is a (Sp), not (Su)
    Oops. >>

    Privacy Veil is trivial to overcome, since it's Caster Level + d20 vs your character level. Effects like this (SR, Dispelling, etc) usually have the DC at 11+CL.
    whooops.

    Content-Based Critique:
    You have 20+ skills as class skills and only 4+Int skills points. I think this class could use some love in that department, so 6+Int skill points would probably be fine.

    Autohypnosis seems like an appropriate skill for them to have as well.

    Psicraft and Use Psionic Device, as well as Martial Lore, should be added here. This guy knows all and sees all if he chooses to.
    You may be right... I was worried about giving too good a chassis, especially with the Eyes upgrades.

    I would like to see a Sight Talent that influences crafting, maybe something that either buffs the check or allows the oracle to craft magical arms and armor without the feats or spells needed.
    Sure.

    The class has very poor defensive abilities, so I think you should grant it some kind of buff there. Maybe a Sight Talent that grants proficiency with heavy armor (there's no somatic components for spell-like abilities after all), and a Sight Talent that grants limited use of the dimension door spell as a gtfo mechanism.
    I could give it dimension door.
    It can just take armor as a feat. (shrug).

    Revelation Blindfold could use a buff. I like the flavor and I really want to use a blindfolded oracle, but I'm basically just tossing a Sight Talent away in order to ignore the penalties of my fluff choice. That's worse than Two-Weapon Fighting or Improved Shield Bash in terms of taxes. Perhaps while an oracle wears a blindfold, creatures take a penalty to their Sense Motive checks against him, and maybe he gains a bonus to his Listen checks?
    Well, 'Blind' is probably worth a flaw, and Extra Talent is a feat. (Shrugs)

    Divination is cool, but this guy should have ALL the senses. We're talking See in Darkness, True Seeing, Blindsight, Blindsense, Tremorsense, Scent, All Around Vision, etc. EVERYTHING.
    Well they get darkvision, true seeing, blindsight and blindsense...

    He should also have foresight as a capstone. No way some pansy ass wizard can never be surprised all day and this oracle can't.
    I was just going through the divinations from the SRD and making them all talents, but I figured I had enough...
    I can add the rest. xD

    Great class! Could use some work, but I think you've definitely got something here and if you give it a little back and forth with your PEACHers, you'll have a gem.
    Thankee~
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