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Mythic Venturer (Oracle/Ranger)

(Original Concept by Unknown)

Primary: Oracle.
Secondary: Ranger.
Alignment: Any.
Hit Dice: d8.

Bonus Skills and Ranks: The mythic venturer selects three ranger skills to add to her class skills in addition to the normal oracle class skills. The mythic venturer gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The mythic venturer is proficient with all simple weapons and her deity’s favored weapon, light armor, medium armor, and with shields (except tower shields). Mythic venturer’s revelations may grant additional proficiencies.

Spellcasting: A mythic venturer casts divine spells from the cleric/oracle and ranger spell list. Only cleric/oracle spells of 6th level or lower and ranger spells are considered to be part of the mythic venturer spell list. If a spell appears on both the cleric/oracle and ranger spell lists, the mythic venturer uses the lower of the two spell levels listed for the spell. A mythic venturer otherwise learns and casts spells as an oracle equal to her mythic venturer level. She also gains bonus spells is she has a high Charisma.

Favored Terrain (Ex): Starting at 1st level, a mythic venturer gains the ranger’s favored terrain ability and may select one type of terrain from the ranger’s list of terrains. She gains a +2 bonus on initiative checks and Knowledge(geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A mythic venturer traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).

At 6th level and every five levels thereafter, the mythic venturer may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the mythic venturerer’s bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A mythic venture adds half her level (minimum 1) to Survival skill checks made to follow tracks.

Favored Enemy (Ex): At 4th level, a mythic venturer gains the ranger’s favored enemy ability and selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A mythic venturer may make Knowledge skill checks untrained when attempting to identify these creatures.

At 10th level, and again at 16th level, the mythic venturer may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the mythic venturer chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the mythic venturer’s bonuses do not stack; she simply uses whichever bonus is higher.

Venturer’s Bond (Su): At 4th level, a mythic venturer forms a bond with her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the mythic venturer’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.

At 7th level, she can create a telepathic bond (as the spell) with her companions. She can maintain this telepathic bond for a number of minutes per day equal to 10 times her mythic venture level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. While this telepathic bond is in effect, the mythic venturer can use her insightful tracker ability to share what she sees and hears with her companions.

Oracular Tracker (Su): Beginning at 7th level, a mythic venturer can use her powers of divination to track items and creatures through supernatural means. At 10th level, a mythic venturer can concentrate on a single item for 3 consecutive rounds to sense its direction (as the locate object). She can search for general items, in which case she can locate the nearest of its kind if more than one is within range. Attempting to find a specific item requires a specific and accurate mental image; if the image is not close enough to the actual object, the attempt fails. A mythic venturer cannot specify a unique item unless she has observed that particular item firsthand (not through divination).

At 11th level, a mythic venture can use this ability to concentrate on a single individual for 3 consecutive rounds that she has successfully tracked to sense his direction. This effect functions as the locate creature spell.

As the mythic venture gains experience, she can attempt to view the object or individual she locates. At 9th level, once the mythic venture has determine an object’s or tracked creature’s direction, she can spend an additional 3 rounds to create a link that allows her to hear or see (her choice) them at their specific location. This functions as the clairaudience/clairvoyance spell. At 13th level, the mythic venturer can observe an object or tracked creature, regardless of distance. This functions as the scrying spell.

A mythic venturer can use this ability once per day against each specific object or tracked creature, but not against the same object or creature more than once in a 24-hour period.

Woodland Stride (Ex): At 8th level, a mythic venturer gains the ranger’s woodland stride ability.

Quarry (Ex): At 13th level, a mythic venturer gains the ranger’s quarry ability.

Mythic Hunter (Su): At 20th level, a mythic venturer becomes a mythic hunter and gains the ranger’s master hunter ability. In addition, when using her oracular tracking ability, it now functions as both the greater scrying and discern location spells. This ability replaces final revelation.


Table: Mythic Venturer

Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
1st favored terrain, mystery, oracle's curse, orisons, revelation 1





2nd
+1
+3
+0
+3
Mystery spell, track
2





3rd
+2
+3
+1
+3
Revelation 3





4th
+3
+4
+1
+4
1st favored enemy, venturer's bond 3
1




5th
+3
+4
+1
+4
Mystery spell 4
2




6th
+4
+5
+2
+5
2nd favored terrain 4
3




7th
+5
+5
+2
+5
Oracular tracking, revelation 4
3
1



8th
+6/+1
+6
+2
+6
Mystery spell 4
4
2



9th
+6/+1
+6
+3
+6
Woodland stride 5
4
3



10th
+7/+2
+7
+3
+7
2nd favored enemy 5
4
3
1


11th
+8/+3
+7
+3
+7
Mystery spell, revelation 5
4
4
2


12th
+9/+4
+8
+4
+8
3rd favored terrain 5
5
4
3


13th
+9/+4
+8
+4
+8
Quarry 5
5
4
3
1

14th
+10/+5
+9
+4
+9
Mystery spell
5
5
4
4
2

15th
+11/+6/+1
+9
+5
+9
Revelation
5
5
5
4
3

16th
+12/+7/+2
+10
+5
+10
3rd favored enemy
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Mystery spell
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
4th favored terrain
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Revelation
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Mythic hunter
5
5
5
5
5
5