Class Skills
An oracle with the nature mystery adds
Climb,
Fly,
Knowledge (nature),
Ride,
Survival, and
Swim to their list of class skills.
Bonus Spells
Charm Animal (2nd),
Barkskin (4th),
Speak with Plants (6th),
Grove of Respite (8th),
Awaken (10th),
Stone Tell (12th),
Creeping Doom (14th),
Animal Shapes (16th),
World Wave (18th).
Revelations
An oracle with the nature mystery can choose from any of the following revelations.
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if they are at least 4th level. This mount functions as a
Druid’s
Animal Companion, using your
Oracle level as your effective
Druid level. Bonded mounts have an
Intelligence score of at least 6.
Erosion Touch (Su): As a melee
Touch Attack, you can deal 1d6 points of damage per level to objects or
Constructs. If used against an object in another creature’s possession, treat this attack as a
Sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.
Friend to the Animals (): Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known.
Animals within 30 feet of you receive a bonus on all
Saving Throws equal to your
Charisma modifier.
Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a
Standard Action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. If the damage is enough to kill the target, you can only gain up to the amount of hit points required to kill them. The temporary hit points last a number of hours equal to your
Charisma modifier. The target receives a
Fortitude Save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 7th level before selecting this revelation.
Natural Divination (): You can read the entrails of a freshly killed animal or humanoid to gain an
Insight Bonus equal to your
Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10
Competence Bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4
Insight Bonus on one
Initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four
Oracle levels you have attained.
Nature’s Whispers (): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your
Charisma modifier, instead of your
Dexterity modifier, to your
Armor Class and
CMD. Any condition that would cause you to lose your
Dexterity modifier to your
Armor Class instead causes you to lose your
Charisma modifier to your
Armor Class.
Speak with Animals (): Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of
Speak with Animals. You gain the ability to communicate with an additional kind of animal for every 3
Oracle levels you have attained.
Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain
Fast Healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain
Fast Healing 3 for 1d4 rounds when reduced to negative hit points.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your
Oracle level as if using
Telepathic Bond. You may designate a number of creatures as your ally equal to your
Charisma modifier. Designating a creature is a
Standard Action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.
Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell
Polymorph Any Object, working on both magical and non-magical nonliving objects. The duration is always permanent. Unlike
Polymorph Any Object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a
Fortitude Save to negate the effect.
Magic Items receive a
Circumstance Bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your
Charisma modifier.
Final Revelation
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a
Full-Round Action. While enclosed in the cocoon, you are considered
Helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter your
Hit Dice, hit points,
Saving Throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all
Ability Damage. You must select a new type every time the transformation is made.
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