Martyr Domain (5A)

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As a martyr, you suffer for your faith. Fate, people, and your understanding of the divine all conspire to handicap you and your efforts to serve the divine.

Domain Features

Oracle Spells
Sorcerer
Level
Spells
1 Detect Evil and Good, Guiding Bolt
3 Augury, Zone of Truth
5 Beacon of Hope, Tongues
7 Divination, Locate Creature
9 Commune, Dream

Alienated

Publisher Legendary Games

You have problems making yourself understood and understanding others. You suffer a -5 penalty to Diplomacy, Disguise, Heal, Linguistics, Perform, Profession, Sense Motive, and Sleight of Hand checks. You gain a +2 bonus on Will saving throws against charm and compulsion effects. You gain one Knowledge skill of your choice as a class skill to reflect your background and interests.

At 1st level, you gain a +2 bonus on CMD and become immune to the effects of the Bluff and Intimidate skills.

At 6th level, you gain a +2 bonus on all Will and Fortitude saving throws. This supersedes (does not stack with) the save bonus against charm and compulsion effects gained at level 1.

At 17th level, your gain a +2 bonus on CMB and on the DC to dispel any spell you cast.


Anasyrma

Publisher: Legendary Games.

Clothes are for folk; animals, spirits, and gods are rarely dressed, and you share this quality.

Your body won't carry armor and very few objects. You cannot carry more than light encumbrance, and you cannot wear vests, vestments, or any armor, but you can use any weapon or shield. Surplus items simply fall right through you, as if you were insubstantial. You get to add your Charisma bonus (if any) as a sacred (or profane, if you are evil) bonus to Armor Class and CMD. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.

At 1st level, you can use freedom of movement (sp) until the beginning of your next turn as an immediate action. You can use this a number of rounds each day equal to your class level. You cannot use this ability to ignore or remove force effects.

At 6th level, you can use ethereal jaunt (sp) until the beginning of your next turn as an immediate action. You can use this a number of rounds each day equal to your Charisma modifier (minimum 1), but these rounds need not be consecutive. You are visible to material creatures while you use this ability.

At 17th level, the level 5 ability becomes constant and the level 10 ability lasts one minute per use and can be dismissed as a free action.


Animal Aspect

Publisher: Trailseeker, Legendary Games.

Your head (and at your option other parts, commonly hands, feet, and tail) is that of an animal from Tiny to Large in size. While clearly noticeable, this body part is fully functional. Even if you change your shape or disguise yourself with illusion, your animal aspect shines through. You suffer a -20 penalty on Disguise checks, and creatures using knowledge skills or Diplomacy to gather information to learn about you get a +10 bonus. Some people might be shocked or reviled at your appearance, while others treat you as a divine avatar. If you are polymorphed, you always assume the form of the animal whose head you wear (as beast shape II instead of the intended form.

You gain low-light vision. If you already have low-light vision, you instead gain scent.

At 1st level, you can use: detect aberrations (sp) three times per day and bloodhound (sp) once per day.

At 6th level, you can use the following as spell-like abilities three times per day each: see invisibility (sp), beast-shape II (sp). You can only use beast-shape II to assume the form of the animal whose head you wear.

At 17th level, you can use all spell-like abilities gained from this curse at will.


Animal Transformation

Publisher: Legendary Games.

Are you a humanoid miraculously transformed into a small animal, or the other way around?

In situations of high stress you transform into a small animal. When you take this curse, pick any animal that can be a wizard's familiar. You transform into this shape, as beast shape II (su). You have no control over this transformation.

The following conditions trigger a forced change: confused, covering, disabled, entangled, exhausted, frightened, grappled, paralyzed, panicked, or stunned. As soon as you suffer any of these conditions, you immediately transform. The transformation negates the condition that triggered it. Once you have transformed, you can be affected by these conditions normally if you encounter them again.

If you are caged, bound, or otherwise restrained this also triggers a transformation.

Escape Artist becomes a class skill. As a part of the transformation, you can use Escape Artist with a +10 circumstance bonus to try to escape confinement that can be escaped using the Escape Artist skill. You do not automatically escape restraint as the bonds magically adapt to your new shape on a failed roll.

A forced transformation lasts as long as the condition would have lasted, with a minimum transformation time of 1d6 rounds and a maximum of 1 hour.

You can speak and satisfy verbal and somatic components when transformed by the curse. To cast a spell while transformed you must succeed on a concentration check (DC 15 + spell level) or the spell is expended with no effect.

At 1st level, you can change between your normal and animal forms as a standard action, except that you cannot change during a forced transformation. You gain Eschew Materials as a bonus feat and a bonus on Acrobatics checks equal to half the curse level in your animal form.

At 6th level, you gain the shapechanger subtype and can revert to your animal form on your next turn as a free action when affected by a polymorph or petrification effect.

At 17th level, immediately after transforming into your animal form, you can take the withdraw action as a free action.


Bestial

Publisher Legendary Games

You are not a full shapechanger, but in stressful situations and combat you undergo a minor change, where you grow more muscular and gain bestial traits such as fur, scales, fangs, and claws. When this change occurs any armor you wear gains the broken condition and drops to the ground. Any clothing you wear is tattered, but magical clothing continues to function and is restored (but disheveled) when your transformation ends. You stay in this form during the period of stress and for 1d10 minutes afterward. A creature who sees you in this form must make a Perception check (DC 20 + curse level) to recognize you, but gains modifiers based on familiarity (see Disguise). On a failure they are liable to treat you as a monster.

You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of a cross of way of life and way of the body martial arts.

At 1st level, your hands become primary natural weapon claws dealing 1d6 damage (1d4 if Small). They still function as hands. All natural weapons from this curse count as both magic and silver for the purpose of penetrating damage reduction. You gain DR 2/silver or magic.

At 6th level, you gain a primary natural bite attack dealing 1d6 damage (1d4 if Small) and DR 5/silver or magic.

At 17th level, your natural attacks all deal 1d8 damage (1d6 if Small) and you gain DR 10/silver.


Blindness

Publisher: Legendary Games.

You are blind to the material world, but you can see the fantastic and supernatural.

You permanently suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You can automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against pinpointed opponents. You gain a limited blindsight (30 ft.) (as the creature ability) that can only see fey, outsiders, undead, ethereal, and invisible creatures.

At 1st level, your blindsight and your ability to pinpoint creatures that fail at Stealth extends to 60 ft. and your blindsight can see aberrations, constructs, fey, magical beasts, monstrous humanoids, outsiders, plant creatures, undead, astral, ethereal, invisible, and possessed creatures. You can read magical scrolls and gain [Improved Blind Fight]APG as a bonus feat, ignoring prerequisites.

At 6th level, you can affect incorporeal and ethereal creatures as if they were material. You may enhance all spells you cast with the Ectoplasmic Spell metamagic feat, with no increase in casting time or effective spell level. You gain [Greater Blind Fight]APG as a bonus feat, ignoring prerequisites.

At 17th level your blindsight can see any type of creature, but you still cannot see inanimate objects. You can still see astral, ethereal, and invisible creatures and recognize possessed creatures.


Chains

Publisher: Legendary Games.

You are permanently bound in magical chains.

Select one or more of the following bonds. You can choose several bonds with cumulative effects. As an option, you can instead roll randomly each day to see how you are bound that day. Any bonuses provided by bonds only apply when you are actually bound.

  1. Blinders Your vision is impaired. When you are adjacent to two or more opponents, they are all considered to be flanking you. You suffer a -2 penalty to Perception. You cannot gain the benefits of the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites. Blinders have no effect if you wear a blindfold or is otherwise blinded.
  2. Blindfold You suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against them. You can never be flat-footed or flanked.
  3. Mittens Your hands are useless, except that you can still use them for somatic components. You cannot wield weapons but the mittens count as brass knuckles and you can wield a hook hand or shield strapped to a mitten. You gain the Two-Weapon Fighting feat, ignoring prerequisites.
  4. Bound Arms prevent most physical manipulation and the use of weapons and tools. You can still use kicks, tackles, and head butts for unarmed attacks. All your spells benefit from the Eschew Materials and Still Spell feats, with no increase in cast time or spell level.
  5. Gagged You cannot speak in more than a whisper. You cannot use language-based abilities and Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. You can still cast spells with verbal components. The DC to hear you speaking (including using social skills and spells with verbal components) increases to DC 15 (from the usual DC 0).
  6. Hobbled All your speeds are halved. You are immune to caltrops, grease spells, and similar floor hazards. Being hogtied negates hobbled.
  7. Hogtied You are prone and cannot take physical actions. All your speeds are reduced to 5 ft., but you can still take 5 ft. steps and your movement is not affected by difficult ground. You gain a +5 bonus on concentration checks and all your spells benefit from the Eschew Materials and Still Spell feats, with no increase in cast time or spell level. You become supernaturally light, and count as only 1/10 of your weight when carried by another.
  8. Leashed You are leashed to a Fine object, and always remain adjacent to that object. You cannot manipulate this object by any means, nor can a creature you control move it. Another creature can pick up the object and pull you around. You are constantly moved adjacent to this object whenever it moves, even if it moves faster than you can or moves in a way you cannot, such as by burrowing, flight or teleportation.

At 1st level, you have learned to play on your bondage for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and these skills become class skills for you.

At 6th level, you can re-roll a failed saving throw at any time, but doing so imposes a random bond on you, re-rolling duplicates. You can only re-roll each saving throw once, and you cannot use this ability if you already suffer all of the bonds.

At 17th level, you can cause one attack that hit you to miss as an immediate action, but doing so imposes a random bond on you, as the level 10 ability. If you roll a duplicate bond, the ability fails and the action is wasted. Combat maneuvers are not attacks for this purpose.


Choreomania

Publisher: Trailseeker.

You suffer bouts of compulsive, ecstatic dancing. You must dance when casting and preparing spells. You must move at least 5 ft. in each round before casting a spell. All your spells have somatic components, and all your spells suffer from arcane spell failure. You cannot use the Still Spell metamagic feat. Acrobatics and Perform (dance) are class skills for you. You get to add your Charisma bonus (if any) as a dodge bonus to Armor Class and CMD. If you wear armor, use a shield or are caught flat-footed or otherwise denied your Dexterity bonus to Armor Class, you also lose this bonus. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you a sort of intuitive practitioner of Way of Life martial arts.

At 1st level, you gain Mobility and Spring Attack as a bonus feat without needing to fulfill the requirements.

At 6th level, you are constantly dancing and cavorting, even when asleep, and can always apply your Dexterity and dodge bonuses to Armor Class as long as you are not immobile. You are unable to voluntarily stand still, but you need not move about unless you want to—you can dance in place. Dancing counts as resting to you.

At 17th level, add irresistible dance to your spell list, list of known spells, and/or spellbook, as a 6th level oracle spell.


Cyclopean

You have only a single large eye in the middle of your brow.

At 1st level, your eye puts a great demand on your body, consuming enormous amounts of energy. You eat as much as two normal people of your race. In addition, you take a -2 penalty on saving throws against abilities that blind, dazzle, or otherwise impact your vision. You are instantly recognizable because of your eye, and suffer a -10 penalty on all Disguise checks and using Diplomacy to gather information on you has the DC reduced by 5.

You gain Ferocity (Ex) You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and lose 1 hit point each round. You still die normally from negative hit points.

At 1st level you gain Flash of Brutality (Su). Once per day as a swift action, you can gain a burst of savage inspiration. This doubles the threat range of all weapons, natural attacks, and rock attacks you make until the start of its next turn. Furthermore, when you reach 0 or fewer hit points and are conscious because of ferocity, this ability recharges, allowing it to use the ability again that same day.

At 6th level you gain Flash of Insight (Su). Once per day as an immediate action, a you can peer into an occluded visual spectrum of possible futures, gaining insight that allows you to select the exact result of one die roll before the roll is made. This effect can only alter an roll you make, and cannot be applied to the rolls of others.

At 17th level you can use flash of brutality a number of times per day equal to your Charisma bonus (minimum 2). You recover any spent uses when you fall to 0 or fewer hit points.


Death Pact

Publisher Legendary Games

You are bound by your curse to accept any challenge by an enemy. When an enemy within 100 ft. you can see or hear issues a challenge, taunts you, or swears to defeat you, the two of you enter a death pact. A challenge issued against your group is a challenge against you. While in a death pact, you gain a +2 bonus on attack rolls against the death pact enemy but take a -2 penalty to Armor Class against all attacks. This challenge lasts for one hour or until one of you is unconscious, dead, or destroyed. You can be in any number of simultaneous death pacts.

This curse makes you famous, opponents can make a Knowledge check DC 15 (local, religion, or nobility) to know about you, if they do they always know about the curse.

At 1st level you can use a free action to challenge a creature to a death pact, as above, a number of times per day equal to your Charisma bonus (minimum 1). You also gain a +2 bonus on damage rolls and +1 on the save DC of your spells against a target of a death pact.

At 6th level, the target of your death pact heals more slowly. Hit point recovery from any source is halved.

At 17th level, the bonuses and penalties of your death pact increase. You suffer a -4 penalty to Armor Class and against a target of your death pact you gain a +4 bonus on attack and damage rolls, and +2 on the save DC of your spells.


Deluded

Publisher: Trailseeker.

You suffer confusing visions of things unreal, unrealized, or just plain weird.

All targets have concealment from you; you suffer a 20% miss chance on all attacks and others can use Stealth against you, even in plain sight. You gain Blind Fighting as a bonus feat. Add ghost sound and silent image to your list of spells known. All spells granted by this curse become oracle spells of their sorcerer spell level

At 1st level, add minor image and mirror image to your list of spells known.

At 6th level, add major image, shadow conjuration and shadow evocation to your list of spells known.

At 17th level, add greater shadow conjuration and image to your list of spells known. Add +4 to your saving throws against illusion spells and effects.


Disbelieved

Publisher: Trailseeker.

No matter what you say, people will not take your words to heart, and your predictions go unheard. Work out some oracular vision that is doomed not to be believed. This should be a "doom and gloom" type of prophecy, such as "the world will end in sand". Depending on the style of the game this might be predestined to happen or just an ominous possibility. Your curse still applies to all your suggestions, not just those relating to this grand vision. Some disbelieved oracles are believed by their closest friends but not by strangers; for the other player characters it is a role-playing decision whether to believe you or not. If they do believe you, they too suffer the -20 modifier on Charisma checks and skills to convince others of the validity of your vision.

You suffer a -20 penalty on any Charisma skill used to make NPCs believe your predictions or to convince others to take a specific course of action. You can still use Charisma skills to influence peoples attitudes normally. People may well like you or fear you, but they don't take your predictions or suggestions seriously. Add sanctuary to your list of spells known.

At 1st level, your sanctuary spell is always affected by Heighten Spell, raising its effective level to equal the highest level spell you can cast, with no change in spell level or casting time. Add augury to your list of spells known.

At 6th level, sanctuary becomes a spell-like ability you can cast at will, and your special abilities in regards to this spell also apply to the spell-like ability. If you renew sanctuary, the earlier effect is moot; all attackers may and must try to save all over again. Add divination to your list of spells known.

At 17th level, you can use your sanctuary spell-like ability as a swift action. Add commune to your list of spells known.

Divine Mark

Publisher Legendary Games & Trailseeker, revised since publication.

You carry a mark or brand on your body that shows your alignment and creed. You cannot conceal this mark; it shines through whatever clothes you wear and in all forms you assume. Invisibility causes it to disappear along with you. The mark gives you a -20 penalty on Disguise checks.

You gain a +4 sacred bonus on Diplomacy checks against those whose alignment is not opposed to yours, either on the law/chaos or good/evil axis. Your divine mark can glow (as light) at will. Activating or deactivating this light is a free action.

At level 5, the glow from your brand works as light Heightened to a spell level equal to half your curse level, helping it counter magical darkness. You gain a +4 sacred bonus on Intimidate checks against those whose alignment is opposed to yours, either on the law/chaos or good/evil axis.

At level 10, you gain a +4 sacred bonus on all Diplomacy and Intimidate checks.

At level 15, the glow from your mark can now work as daylight (sp).


Fated

Publisher Legendary Games

Destiny constantly hampers you, but also preserves you for future misery.

Up to three times per day you have to re-roll a lucky d20 roll. Normally, this happens when you roll a natural die result of 20, but the GM can invoke this effect at other times, as desired. After three detrimental re-rolls, you need not re-roll any more successful rolls that day. You never have to re-roll a successful Fortitude save and roll two dice and take the better result on Fortitude saving throws.

At 1st level you gain the same bonus on Will saves as you do on Fortitude saves.

At 6th level, when you succeed at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely.

At 17th level, you gain the same bonus on Reflex save as you do on Fortitude saves, including level 10 ability.


Follower

Publisher Legendary Games

You always act last in the first round of combat, in later rounds you act on your normal initiative. Whenever you cannot perceive an ally within 30 ft., you are shaken.

You are very supportive and capable with the aid other action, increasing the bonus you give your ally to +4.

At 1st level, when you and an ally adjacent to you are both threatening an enemy, you are both considered to outflank that enemy.

At 6th level, when you and allies within 30 ft. of you have to make a saving throw against the same effect, such as against an area or multi-target effect, you make your saving throw after all your allies do. If at least one ally passed the saving throw, you gain a +4 bonus on your saving throw.

At 17th level, when you are adjacent to an ally, you and that ally gain a +2 bonus to AC.


Forthright

Publisher: Legendary Games & Trailseeker .

You cannot lie or dissemble, and you cannot use the Bluff skill. If asked a question and not prevented from answering (any distraction or a simple say-so from your allies suffices), you will give a honest and exhaustive answer. If an ally of yours tells what you know to be a lie, onlookers who can see your face gain a +4 bonus to Sense Motive from your grimaces. You gain a +4 bonus on Diplomacy checks.

At 1st level, you gain a +4 bonus to Intimidate and Sense Motive checks.

At 6th level, you can use zone of truth (sp) Heightened to a caster level equal to half your curse level three times per day. The saving throw DC is 10 + 1/2 your curse level + your Charisma bonus.

At 17th level, you are constantly surrounded by a 30 ft. radius aura of zone of truth, as the level 10 ability.


Frail

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

Your body simply can’t take serious damage without draining you of your vigor. Whenever you have less than 50% of your full hit points, or have any Strength, Dexterity, or Constitution damage or drain in effect, you are fatigued.

You work harder to compensate for your weak frame with cunning and knowledge. You gain +1 additional skill point at each curse level. You may choose an additional skill to be a class skill at 5th, 10th, and 17th levels.

At 6th level, you are only fatigued if you have less than 25% of your hit points, or suffer a drain or damage to two of the listed ability scores.

At 17th level, you are only fatigued if you have less than 10% of your hit points, or if you have ability damage or drain to all three of the listed ability scores.


Ghostly

Publisher Legendary Games

Your form is not wholly material and become closer and closer to insubstantial as you advance in level. You can only carry half the weight indicated by your strength and are easily mistaken for a ghost. You take 2d4 damage from either holy or unholy water. You cannot wear armor (you can still use a shield) and receive no natural armor bonuses but gain a profane bonus to Armor Class equal to your Charisma bonus (minimum +1). This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.

At 1st level, physical attacks deal only half damage to you unless the weapon is good, evil, magical, or silver. Your unarmed attacks pass through (ignore) natural armor, armor, and shields, although force effects (such as mage armor) work normally. If you are a monk or other character with the ability to treat your unarmed attacks as both a manufactured weapon and a natural weapon, your unarmed attacks count as weapons and cannot use this ability until level 15.

At 6th level, you can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. In order to see and act beyond the object, you must emerge. While inside an object you have cover. You cannot pass through a force effect or through living matter. If you are affected by a force effect, such as mage armor or leashed shackles, you cannot enter an object.

At 17th level, you can be harmed only by incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source. You take full damage from effects that specifically deal full damage to incorporeal creatures (such as ghost touch weapons) as well as force effects, negative energy, and positive energy. All your melee attacks gain the same bonuses as your unarmed attacks gained at level 5.


Grotesque

Publisher: Trailseeker and Legendary Games.

You have one or more physical deformities, that clearly mark you as different. While clearly noticeable, your body is fully functional. You might have bird legs, the ears of a donkey, one single leg, your face on your chest and no head, or other similar weird form. Even if you magically change your shape, your deformity remains, adjusted to your assumed shape.

You suffer a -10 penalty on Disguise checks, and creatures using Diplomacy to gather information about you get a +10 bonus. Non-good humanoids start with an attitude no better than unfriendly (see Diplomacy). You gain a +4 bonus on Perform (comedy) checks and can choose one of the following abilities, as appropriate to your deformity: +10 bonus on Acrobatics checks to jump, blindsense 10 ft., climb speed 10 ft., darkvision 60 ft., lowlight vision, scent, or swim speed 30 ft.

At 1st level, select two additional abilities from the selections available at level 1.

At 6th level, you gain constant feather step (sp).

At 17th level, you can use countless eyes and monstrous physique III (sp) three times per day each. You can use both of these abilities together as a standard action to assume the form of a monstrous humanoid with countless eyes already in effect.


Healing Icon

Publisher: Trailseeker.

Anyone who touches you is healed. This saps your spiritual energy, forcing you into seclusion to avoid harm.

Your healing powers trigger when you are touched by a living creature, regardless of if you want to or not. Even casual contact can do this to you, which means you need to abstain from touching and have to avoid crowds. Even light crowds count as difficult terrain for you, and dense crowds (those that cost other people additional movement) are impassable. Moving through friendly occupied squares cost you twice the normal movement. You can ignore this limitation, but each round that you do, you lose one spell slot of your choice. A round in which you are grappled or hit by an unarmed or natural attack, you lose a spell slot as above. A living creature can move into your space or make a melee touch attack to forcibly trigger this effect. You can only lose one spell slot each round in this fashion. If you run out of spell slots, touch inflicts one point of Charisma damage on you instead.

A living or undead creature that touches you as outlined above is healed of a number of hit points equal to your caster level. A creature can only benefit once per round, but several different creatures can be healed in the same round, and you still only lose one spell slot that round. You cannot heal yourself in this fashion, but you can deliberately touch another to give them the benefit as a free action you can take even out of your turn. You can touch another to deliver a touch spell without triggering this ability. Creatures in your space, such as swarms and troops, are affected regardless of your wishes.

At 1st level, creatures touching you are cured of the dazed, diseased, fatigued, shaken, and sickened conditions in addition to the hit point healing.

At 6th level, creatures touching you are cured of the cursed, exhausted, frightened, nauseated, and poisoned conditions in addition to the previous effects.

At 17th level, creatures touching you are cured of any fear effect as well as the blinded, deafened, paralyzed, and stunned conditions in addition to the previous effects.


Insomniac

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens. Revised.

Sleep often eludes you, and the slightest nighttime disturbance can leave you tired for an entire day. If you do not get 8 hours of sleep without any interruptions at all, you are fatigued for all of the following day. You are immune to sleep effects.

At 1st level, you are so used to being tired that even if you gain the fatigued condition while already fatigued, you do not become exhausted (you just remain fatigued for the duration of the longest of your multiple fatigued conditions).

At 6th level, any effect that would normally give you the exhausted condition instead gives you the fatigued condition.

At 17th level, you take no penalties for being fatigued. You are immune to exhaustion.


Jinxed

Publisher Legendary Games

Everyday luck is against you, but fate protects you for greater things. Whenever you roll a d20, a natural roll of 10 (the die shows a "10") is treated as a natural roll of 1 and is an automatic failure on an attack roll or saving throw. You can still take 10 normally. You can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use the re-rolls from this curse once per day, plus one additional time per day at level 5 and ever 5 curse levels thereafter. The level 1, 5 and 10 abilities all count against this limitation.

At 1st level, an immediate action, you can allow a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature takes the result of the reroll only if it’s better than the original roll. Once a creature has benefited from your fortune, it cannot benefit again for 1 day.

At 6th level, as an immediate action, you can force a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature take the result of the re-roll only if it’s worse than the original roll.

At 17th level, you can use the level 5 ability at will, it no longer counts against the daily limit. You can still only affect a particular creature once per day.


Leper

Publisher: Trailseeker & Legendary Games.

This curse explores the consequences of prejudice. It should only be selected if all players are comfortable with it.

You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be any horrid-looking ailment. This condition is not contagious or debilitating, but looks obviously unhealthy. Most NPCs have a base attitude of hostile towards you (see Diplomacy), and harass you or treat you as if you weren't there. They will not provide you services or lodging at any price. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you.

Your experience with hardship gives you a +5 sacred bonus on Survival checks.

Creatures of your own type (usually humanoid) are unwilling to interact with you for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Fortitude save (DC equal to 10 + ½ class level + Charisma modifier) or lose the action. They can try to act against you again on a later round to gain another saving throw. Once a creature has saved against this ability, it automatically succeeds at any saving throws against this ability for the next 24 hours. Including you in an area effect does not require a saving throw. This is a mind-affecting fear effect. Creatures with a helpful attitude are immune, this includes all party members.

At 1st level, all animals, humanoids, magical beasts, and monstrous humanoids avoid you as above, in addition to your own type.

At 6th level, you become immune to all disease, infection, and parasitic infestation, including magical ones.

At 17th level, all living creatures avoid you as above.


Misshapen

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

You were born with a twisted, uneven body and your form continues to change and hunch as you gain power. You have difficulty keeping your balance and defending yourself from complex maneuvers. You take a -4 to your CMD and to Diplomacy checks. Your form can be frightening. You gain a bonus to Intimidate checks equal to half the curse's level (minimum +1).

At 1st level, as a move action you may make an Intimidate check to demoralize a foe.

At 6th level, as a standard action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.

At 17th level, as a move action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.


Peaceful

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

It is against your nature to do violence to other creatures, requiring an act of will for you to do so. You cannot take attacks of opportunity and suffer a –2 penalty to all attack rolls. This does allow you to devote more attention to protecting yourself from the violence of others, giving you a +4 bonus to AC against attacks of opportunity you provoke from others.

At 1st level, you also gain a +4 bonus to concentration checks you make to cast defensively.

At 6th level, you gain a +4 bonus to AC as long as you do not attack or cast a spell that affects an enemy.

At 17th level, you gain sanctuary (sp) as a constant ability. The saving throw DC is 10 + 1/2 your curse level + your Charisma modifier. You can renew this ability as a standard action, forcing those who already saved to try and save again.


Phantom Arm

You lost one arm in a freak accident that also marked the beginning of your development as an oracle. The arm has never re-grown, and no power short of a god’s direct intervention can restore it or make any magic or mechanical replacement function in its place. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You still experience sensations from your severed arm, randomly feeling heat, cold, and tingling in your missing digits as if you possessed a phantom hand. All spells you cast benefit from Still Spell with no increase in cast time or effective spell level.

At 1st level, add mage hand (level 0) and spiritual weapon (level 2) to your spell list and list of spells known.

At 6th level, you can use spectral hand (sp) at will.

At 17th level, add interposing hand (5th) and grasping hand (7th) to your list of spells known.


Possessed

Publisher Legendary Games

Chose the alignment (and optionally the type and subtype) of the creature possessing you, hereafter called your spirit. Choosing an alignment similar to yours makes for less conflict, but also less interesting powers. Your alignment aura (see detect evil) corresponds to the spirit's alignment, not yours, and has a strength equal to the curse level. This counts as the cleric's aura ability for prerequisites. Any effect that depend on your alignment uses the spirit's alignment instead. You and your spirit can communicate mentally. Normally you are in control, but once per day the spirit can attempt to seize control, forcing you to make a Will saving throw (DC 10 + 1/2 the curse level), as dominate person with a caster level equal to your curse level and a duration of 1 minute/level.

The possession enhances your powers against creatures of an alignment similar to your spirit's. Any unarmed, natural, or weapon attack you make counts as having an alignment opposed to the alignment of your possessor for the purpose of penetrating damage reduction. Example, if you are possessed by a lawful good spirit, your attacks count as evil and chaotic. If your spirit has a neutral alignment, your attacks instead count as silver, cold iron, and magic for the purpose of defeating damage reduction.

At 1st level, you can count as your own alignment or your spirit's alignment in regard to effects that depend on alignment, whichever is more beneficial to you. This does not affect effects that detect alignment.

At 6th level, you gain DR 5/evil if your spirit is good and DR 5/good if your spirit is evil. If your spirit is neither good nor evil, you gain DR 5/magic.

At 17th level your DR increases to 10 and you gain energy resistance 10 against one or two types of energy determined by the alignment of your spirit: Chaotic spirits give sonic resistance. Evil spirits give fire resistance. Good spirits give electricity resistance. Lawful spirits give cold resistance. Neutral spirits (on either alignment axis) give acid resistance.


Provocative

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

Your appearance elicits desire in all creatures, no matter how they try to conceal it. This can desire can be physical or social as the situation and creature warrants. Foes gain a +2 attack bonus when they try to deal nonlethal damage to you with physical attacks (instead of the normal -4 penalty) and you suffer a -2 penalty on CMD. Your provocative nature gives you a bonus to Diplomacy checks equal to the curse's level (minimum +1). If you suddenly abandon the target, rudely ignore the target's advances, or fail your very first Diplomacy check against a particular creature this day, the target of the check feels spurned and its attitude changes to unfriendly (an already unfriendly target becomes hostile). This attitude change only affects you, not any companions. This is instead of the normal consequence of failing an attempt to improve attitude by 5.

At 1st level, a Diplomacy check made to change a target’s attitude toward you lasts one day for every hour you spend socializing with the creature.

At 6th level, as a full-round action you can make a Diplomacy check to influence a single adjacent creature’s attitude with a -10 penalty.

At 17th level, a Diplomacy check you made to change a target’s attitude toward you lasts forever. The creatures attitude can still change due to circumstances, but mere time and distance has no effect.


Psychography

Publisher: Trailseeker.

You are constantly writing messages from sources beyond your ken. This is similar to the automatic writing revelation, but out of your conscious control. A character with psychography and the appropriate mystery can also pick automatic writing revelation if desired, combining both abilities.

Your hand moves by itself, writing messages or drawing pictures, especially in times of stress. If you have no writing implement, you will mimic writing in empty air. You need not look at your hand or otherwise focus attention to do this, only your hand is involved. One of your hands must constantly be reserved for this and cannot be used to hold a weapon, shield, holy symbol, or other equipment except for a writing tool, with one exception—it can still be used for somatic spell components. You can write in any language, even ones you don't know, but have no special ability to read languages, even text you've written yourself. You also gain Scribe Scroll as a bonus feat.

At 1st level, by taking a full-round action to write out a text on a specific topic, you gain a +4 circumstance bonus on any one Knowledge check, and can retry a failed knowledge check. This allows you to take 20 on Knowledge checks.

At 6th level, add divination and commune to your list of spells known.

At 17th level, the level 5 ability becomes a free action you can take once per round.


Rapturous

Publisher Legendary Games

You are addicted to magic.

You are sickened at all times except when under the effects of a spell with a remaining duration of 10 minutes/level or less, and this condition cannot be removed or ignored. When not sickened in this way you gain a +4 bonus on concentration checks and CMD.

At 1st level, whenever you are not sickened by the curse, you are immune to fear.

At 6th level the effect of any harmless spell on you is increased by 50%, as if affected by Empower Spell. A spell affecting multiple targets only gains this benefit against you.

At 17th level, when a harmless spell affecting one or more targets is cast when you are a legal target and in range and line of effect, you are automatically an additional target without counting against the target limitation of the spell.


Reverse Aging

Publisher: Legendary Games.

You perversely age backwards. You begin your career as an ancient, and grow younger as you gain experience.

You begin at venerable age. You gain the following age modifiers to your ability scores: -6 to Str, Dex, and Con; +3 to Int, Wis, and Cha. This replaces any age modifiers you may have. Your current and maximum age does not change.

At 1st level, you become old instead of venerable, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 6th level, you become middle aged, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -1 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 17th level, you become young and gain a +2 bonus to Dexterity and a –2 penalty to Strength and Constitution. You still keep your venerable modifiers to ability scores; +3 to Int, Wis, and Cha.


Scarred

Publisher Legendary Games

You carry heavy scarring that makes you classically ugly. Non-good NPC humanoids start with an attitude no better than unfriendly towards you (see Diplomacy).

You gain a circumstance bonus to natural armor equal to your Constitution bonus. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor, but you can use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you a sort of intuitive practitioner of way of the body martial arts.

At 1st level, you gain a primary natural slam attack that deals 1d6 bludgeoning damage (1d4 if Small)—this can be a head bash, kick, or tackle as appropriate and does not use your hands. All natural attacks gained from this curse can choose to deal nonlethal damage with no penalty on your attack roll and are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

At 6th level, your fists become primary natural weapons dealing 1d6 bludgeoning damage (1d4 if Small). They still work normally as hands. All your natural attacks are now considered magical weapons with an alignment damage type matching your alignment. Your way of the body armor bonus counts as if it had the ghost touch armor property.

At 17th level, your natural attacks all deal 1d8 damage (1d6 if Small) and gain the ghost touch property.


Solipsism

Publisher: Trailseeker & Legendary Games.

You are only half in this world. Not only do you have a hard time taking the real world seriously, the real world also has trouble interacting with you.

You are constantly staggered, this condition cannot be negated or suppressed except as noted in this curse. You gain a +4 bonus on all saving throws and take half damage from all spells and supernatural effects.

At 1st level, you can focus on reality and suppress this curse for one round as a free action taken at the start of your turn. This allows you to act normally this round, but also negates the protection offered by this ability. You do not lose your bonus feats. You gain Vital Strike, Improved Vital Strike, and Greater Vital Strike as bonus feats as soon as you fulfill the prerequisites of each feat.

At 6th level, you gain a +4 bonus on CMD and take half damage from all physical attacks.

At 17th level, you can ignore reality almost completely. You can use ethereal jaunt (sp). This is not an action for you, you can do it even when helpless or otherwise unable to act, but you can activate it only on your turn. You can use this a number of rounds each day equal to your curse level, these rounds need not be consecutive.


Somnambulism

Publisher: Trailseeker & Legendary Games.

The line between being asleep and awake is not at all clear to you. You walk around when sleeping, and may fall asleep when walking around.

You suffer bouts of somnambulism both when asleep and awake. Whenever you roll a "1" on an attack roll or skill check, you momentarily fall asleep, move your speed in a random direction, and then wake up. This is in addition to any normal movement for the round. You cannot take any voluntary actions when sleepwalking, but have your normal defenses. You do not trigger attacks of opportunity and can move through enemy occupied spaces, but must end movement in an unoccupied space. If somnambulism would move you into impassible terrain (such as a wall or pit) you instead move along the edge of that terrain.

You can sleep in armor or on uncomfortable ground at no penalty, and even sleep standing up. In addition, you are not considered helpless when you sleep.

At 1st level you become immune to confusion and sleep effects.

At level 10 you no longer provoke attacks of opportunity for moving out of an enemy's threatened area, asleep or awake.

At 17th level, you can specify a place you want to get to and sleepwalk there, guided by higher faculties. This is similar to find the path except you are sleepwalking—you are staggered and can only walk and perform any necessary actions to facilitate your passage. You can use this ability at will, but can only specify one destination per day, resuming sleepwalking to this location as desired.


Squeamish

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

You cannot stand to see your actions cause the ruin of another’s flesh, spill blood, or cause burns and scars. If you deal hp damage to a target within 30 feet of you, you are sickened for 1d6 rounds. Your sensitive nature does make you more alert to the needs of injured allies, granting you a bonus to Heal checks equal to half the curse's level (minimum +1).

At 1st level, you can attempt a Heal check for any purpose as a full-round action.

At 6th level, if you make a single Heal check to treat disease or treat poison for a target, it receives a +4 bonus to all its saves against that disease or poison for twenty four hours.

At 17th level, if you make a Heal check to treat disease or treat poison and the result exceeds the affliction’s save DC, you immediately end the disease or poison.


Stigmata

Publisher: Trailseeker & Legendary Games.

You carry permanent bloody wounds on your body that resist all attempts at healing.

Any time you take a full round action or both a standard and move action in a round, you start to bleed. You take 1 hp of damage per round of bleeding. At level 5 the amount of bleed increases to 1d4 and at level 10 to 1d8. Bleed effects do not stack. The bleeding can be staunched as a standard action with a DC 15 Heal check or with any ability that restores hit point damage. You gain a +1 bonus on Fortitude saves. This Fortitude save bonus increases by one at level four and every four curse levels thereafter, to a maximum of +6 at curse level 20.

At 1st level you no longer bleed except trough the stigmata. Any attack that deals hit point or ability damage through bleeding (such as a rend, bat swarms, stirges, or vampire bites) does no such damage to you. This applies even to bleeding damage from magical sources such as a wounding weapon.

At level 10, at the end of your turn, when an ally within 30 ft. suffers any bleed effect, that bleed effect is removed and your stigmata begins to bleed if it isn't already.

At 17th level, bleeding from your stigmata is cosmetic—it no longer inflicts damage on you.


Sun-Blind

Publisher Legendary Games

You are blind when exposed to sunlight and treat bright light as if it was dim light (all creatures in bright light have concealment from you). You gain darkvision 60 ft. If you have natural darkvision, you instead add 30 ft. to that darkvision.

At 1st level you double the range of any darkvision you have.

At 6th level, You treat areas covered by supernatural darkness (see deeper darkness as if they were dim light. You can use darkness (sp) three times per day with a caster level equal to your curse level.

At 17th level, dark areas beyond the range of your darkvision are treated as if they had dim light and your darkvision sees normally in supernatural darkness. You can use deeper darkness (sp) three times per day with a caster level equal to your curse level.


Temptation

Publisher: Trailseeker & Legendary Games.

You are constantly tempted by sacrilegious voices. If you radically change your alignment, this may change into the voices curse, or perversely urge you to sin against your new credo and remain as the temptation curse.

You constantly have nagging voices at the back of your head that encourage you to break faith with your ideals. These voices are distracting, making you suffer -2 on initiative checks and a a -5 penalty on Perception checks. You gain Bluff as a class skill.

As a standard action you may bargain with your voices for information. Your voices are not all-knowing, but they do have a skill bonus in Knowledge (Religion) of 10 + your level. As a standard action you may bargain with your voices for information. They will give you advice if you temporarily give in and do what they want, or you can try to Bluff them into revealing information, using your Bluff skill as if it was Knowledge (Religion). The GM makes a Knowledge (Religion) check for your tempters and this is all the information they can reveal.

At level 5 you gain a +2 bonus on Sense Motive checks and Will saving throws.

At level 10 you can use atonement, discern lies, and glibness as spell-like abilities a total of three times per day. You gain an extra use of this ability every 5 levels after 10th.

At level 15, you can use arbitrament, blasphemy, dictum, holy word, and word of chaos as a spell-like ability once per day each. You use these spells like an oracle. You gain no protection against the possible negative effects of these spells.


Turmoil

Publisher Legendary Games

Your inner demons are stronger than the magic of others.

You suffer a -2 penalty on Will saves and the DC of using Intimidate against you decreases by 4. You are immune to fear conditions except shaken, all other fear conditions count as being shaken to you.

At 1st level, when you suffer the shaken condition, you can choose to replace the condition with the effects of the rage spell. This is not an action, and you choose which effect to apply at the start of each of your turns.

At 6th level, you can replace any mind-affecting effect you suffer with the shaken condition. This is not an action.

At 17th level, when you fail a Will save, you are shaken for as long as the consequences of the failed will would have lasted, with a maximum of one hour. This replaces the effect you failed to save against. This does not apply if you choose to voluntarily give up your saving throw.


Unassuming

Publisher Legendary Games

Where most oracles are lions, you are a mouse.

Whenever another creature is using the Bluff, Diplomacy, or Intimidate skills, you cannot use any of these skills at the same time and for the next minute. This applies even if you began your skill use first but are interrupted. Any class feature that is normally based on Charisma is based on Wisdom for you. This includes spellcasting and all revelations, but not skills and feats.

At 1st level, you gain a +4 sacred bonus on Sense Motive and Survival checks.

At 6th level, you gain constant nondetection (sp).

At 17th level, you can use nondetection (sp) at will.


Unbelievable

Source: Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.

No one believes you when you make a statement of fact or opinion. You suffer a -10 penalty to all Bluff checks and all Diplomacy checks made to improve a creature’s attitude toward you for the purpose of accepting information you offer. Because you are used to having to pick allies and friends very carefully, you gain a bonus to Knowledge (local) and Sense Motive checks equal to the curse's level (minimum +1)


Unlife Curse

Publisher: Legendary Games.

Your life is tied to negative energy in a strange perversion of the natural order. You cannot take this curse if you actually are undead.

Like an undead creature, you are healed by negative energy and hurt by positive energy. You are treated as an undead creature for all effects that work differently when targeting undead. You are immune to energy drain. Your selection of spells improves; you know all oracle spells of a level you can cast with either cure or inflict in the name.

At level 5 you can use hide from undead at will as a spell-like effect, but with personal range. The saving throw DC of this effect is 10 + half the curse level + your Charisma modifier.

At level 10 you become immune to immune to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. You are no longer subject to nonlethal damage and ability drain. You are also immune to damage to your physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

At level 15, you gain immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).


Voices

Publisher: Trailseeker & Legendary Games.

You hear incorporeal voices speaking to you.

You are constantly surrounded by a choir of voices that advice and guide you. These voices are distracting, making you suffer a -2 penalty on initiative checks and -5 on Perception checks.

The advice they give always follow the ideals of your faith, and they urge you to act piously. Sometimes the voices have a long-term agenda they might lead you on, in other cases they just advocate a very pious life. The voices are not aware of your surroundings; they are unable warn you if you are about to do something stupid or improper unless you ask.

At least once per session, they urge you to go to extreme lengths in pursuit of the ideals of your faith. The player or GM should voice this advice at least once per session. Not following the advice of your voices is a breach of faith, but you can argue with them if you do not agree with their advice. In cases of disagreement your voices can take away one of your highest available spell slots for each infraction.

You can ask the advice of your voices as a standard action. They have a skill bonus in Knowledge (Religion) of 10 + your level.

At level 5 you gain a +4 bonus on saving throws against all mind-affecting effects.

At level 10 the voices help you control yourself. You can make an additional saving throw each round to break out of a lasting mind-affecting effect that allows a Will saving throw.

At level 15, you can use commune at will as a spell-like ability. Doing so takes an hour of intense communion with your voices.


Zapped

Publisher Legendary Games

You have been exposed to harmful energies, now your body crackles with energy.

Choose one type of damage: acid, cold, electricity, fire, force, negative energy, positive energy, or sonic. You carry scars typical of this type of damage, and any damage of this type that you take is increased by 50%, as the vulnerability monster ability. You cannot pick a type of damage you have innate resistance or immunity to.

You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor, but you can use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. Depending on which ability score you use, this makes you an intuitive practitioner of a cross of way of life (Charisma) or way of the body (Constitution) martial arts.

At 1st level, a creature that hits you with a natural or unarmed attack takes 1d6 points of damage of the type you are vulnerable to. If this curse inflicts force, negative energy, positive energy, or sonic damage, the extra damage does not work against certain targets, depending on the energy type chosen. This is in addition to any resistance a target may already have.

  • Force damage does not affect constructs, objects, oozes, and plants.
  • Negative energy does not affect objects, constructs, and undead.
  • Positive energy only affects aberrations, constructs, oozes, outsiders, plants, and undead.
  • Sonic damage does not affect aberrations, oozes, and plants.

At 6th level, any attack you make, including spells and supernatural abilities, add 1d6 damage of the type you are vulnerable to. This additional damage is not multiplied on a critical hit and the additional immunities of the level 5 ability still applies.

At 17th level, you lose your vulnerability to damage and instead gain resistance 10 to the type of damage you used to be vulnerable to. This does not change the level 5 and 10 abilities.