Oracle (Apath)

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Unofficial rules compendium

Some new options for the oracle class.

Bonus Feat

Oracles gain Eschew Materials as a bonus feat at 1st level.

Cleric Spell List Additions

The cleric spell list is used by the cleric to level 9, the oracle to level 9, the sacerdote to level 9, and the warpriest to level 6.

Level 0 attract attention, benign dispel, bleeding wound, blind spot, brand, create tool, crack, daze, disrupt undead, flare, forced quiet, ground mist, honeyed words, invoke anxiety, merciful insight, paroxysm, penumbra, spiritual strike, stall flight (lesser), summon zero, touch of vertigo.

Level 1 adjuring step, anticipate peril, bone armor, cure light wounds, discern next of kin, disguise weapon, fireflies, inflict light wounds, interrogation, invigorate, keep watch, litany of sloth, litany of weakness, lock gaze, peacebond, protection from evil, resistance (greater), righteous blood, rouse undead I, sense sin, shadow fighting, unerring weapon.

Level 2 accelerate poison, animal messenger (patron's animal only), castigate, confess, coordinated effort, feather step, fester, force sword (patron's weapon type), ghostly disguise, halt undead, haunting mists, heightened awareness, howling agony, ill omen, placebo effect, qualm, restful sleep, rage, rouse undead II, unseen musician, wartrain mount.

Level 3 ancestral advice, cast out, dream shield, feign death, gallant inspiration, haunting choir, heroism, hidden speech, honeyed tongue, invigorate (mass), litany of entanglement, litany of dependability, litany of duty, litany of order, litany of righteousness, litany of warding, minor dream, paranoia, pierce disguise, purge spirit, retribution, rouse undead III, shadow fighting (mass), stall flight.

Level 4 animal ambassador (patron's animal only), banish seeming, banishing blade, crushing despair, dream, fearsome duplicate, feather step (mass), good hope, interrogation (greater), keen edge, litany of admonition, litany of eloquence, litany of sight, named bullet, overwhelming grief, peacebond (greater), rouse undead IV, tireless pursuers, transfer enchantment, true form unbearable brightness.

Level 5 absorb toxicity, age resistance (lesser), battlemind link, brand (greater), castigate (mass), denounce, devil contract, explosion of rot, feast on fear, grand destiny, grove of respite, litany of escape, quench, rouse undead V, shadowform, singing sword curse, telepathic bond, wall of light, true seeing.

Level 6 blood boil, feign death (greater), fester (greater), forced repentance, foster hatred, heroism (greater), incorporeal chains, litany of thunder, litany of vengeance, nightmare, rouse undead VI, unwilling shield, vengeful outrage.

Level 7 age resistance, blazing rainbow, brilliant inspiration, crime wave, decapitate, dream council, legend lore, litany of madness, magic phalanx, living monolith curse, named bullet (greater), rouse undead VII, sabotage construct, unconscious agenda, waves of exhaustion.

Level 8 control undead, foresight, insanity, life of crime, legendary proportions, magic army, rouse undead VIII, teleport beacon.

Level 9 age resistance (greater), demand, heroic invocation, iron body, rouse undead IX.

Oracle Mysteries

New manifestations of the oracle's power.

Ascension

Your body changes and grows to become divine as you follow your vision. You become less and less like a normal humanoid, exchanging your earthly aspect for that of an outsider.

Publisher: Purple Duck Games.

Skills: An oracle with the ascension mystery adds Climb (Str), Fly (Dex), Intimidate (Cha), and Swim (Str) to her list of class skills.

Bonus Spells: Illusion of calm (2nd), align weapon (4th), channel vigor (6th), divine power (8th), righteous might (10th), transformation (12th), teleport (greater) (14th), divine vessel (16th), create demiplane (greater) (18th).

Ascension Revelations An oracle with the Ascension mystery can choose from any of the following revelations.

  1. Damage Resistance (Su): You gain DR 5/magic. This damage resistance increases to 10/magic, 10/good, or 10/evil (your choice) at level 14. To select an alignment, you must be of the opposing alignment. You must be at least level 7 to take this revelation.
  2. Darkvision (Su): You gain darkvision 60 ft. This does not add to any darkvision range you already have. At level 7, you gain an additional 30 ft. of range for your darkvision that stacks with any type of darkvision you have. At level 14, you gain a benefit depending on your alignment. If you are evil, your darkvision can now see in magical darkness. If you are not evil, you gain low-light vision and scent.
  3. Energy Attack (Su): You can fire a ray of energy. This is a ranged touch attack with a range of 100 ft. that inflicts 1d10 damage + your Charisma modifier. If you have either the primary or secondary resistance revelation, you can chose to inflict any of the energy types you have resistance against. If not, you do fire damage. You can use this attack once per day per class level. At level 7, you can use it at will.
  4. Health (Su): You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  5. Natural Weapons (Su): You gain 2 primary claw attacks for 1d4 damage and one primary bite attack for 1d6 (d3/d4 for a Small oracle). At 7th level, this damage increases to 1d6 (claw) and 1d8 (bite) (d4/d6 for a Small oracle). At level 14, it increases again to 1d8 (claw) and 2d6 (bite) (d6/d8 for a Small oracle). If used along with weapons, these natural attacks are all secondary attacks. Your hands must be free to use claw attacks. These natural weapons are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  6. Physical Revelation (Su): Your body permanently changes to look more like that of a divine servant. Typical examples is an animal-headed humanoid or a statue-like shape of stone or metal. Any resistances you have affect your shape, making you appear imbued with the elements you are resistant against. The exact details are up to you, but you certainly stand out in a crowd. Your physical revelation grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, you gain wings and a fly speed of 40 ft. (good) and Fly becomes a class skill for you. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  7. Primary Resistance (Su): Choose one type of elemental damage (acid, cold, electricity, or fire). You gain energy resistance 5 against this kind of damage. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to the chosen type of elemental damage. If you select a damage type you already have secondary resistance too, primary resistance takes priority and you get to select a new type of energy for your secondary resistance.
  8. Raptor Vision (Su): You are immune to dazzle or blinding light and the dazzled condition. At level 7, reduce the DC increase due to range on visual Perception checks to -1 per 30 ft. At level 14, reduce the DC increase to -1 per 100 ft.
  9. Secondary Resistance (Su): Choose two types of energy (acid, cold, electricity, fire, or sonic). If you have primary resistance, you cannot choose the same type of damage again. You gain energy resistance 2 against these types of damage. At level 5, this resistance increased to 5. At level 10, this resistance increases to 10. At level 15, this resistance increases to 15.
  10. Telepathy (Su): You can converse with creatures within 30 ft. using non-verbal means, but you must still share a language with them to communicate more than base emotions. At level 7, the range is 100 ft. At level 14 this transcends language barriers, allowing you to communicate with any creature that has a language.
  11. Wings (Su): You can grow or remove wings as a swift action and use them to levitate, rising or lowering yourself by 20 feet as a move action. At 7th level, you can use the wings to fly at a rate of 60 feet (poor), but you can only maintain this flight for 1 minute per day per point of Constitution you possess. The duration does not need to be consecutive, but it must be spent in 1-minute increments. At 14th level, you gain fly 90 ft. (good) with no time limit.

Final Ascension Revelation (Sp) You can use greater teleport at will as a spell-like ability, but can only teleport yourself, your armor, and up to 50 lbs. of other gear. If you have an animal companion, familiar, eidolon, mount or other ally gained as a class feature, you can bring one such ally along when you teleport. Armor worn and pets brought along do not count against the weight limitation.

Aureola

You are surrounded by a nimbus of light (or darkness), marking you as a champion of your faith and a visible symbol of your alignment. This grants you the ability to create force effects. This revelation is very alignment-dependent and is less rewarding for oracles of neutral alignment.

All force effects created by an aureola oracle are visible, with an appearance depending on alignment. A lawful oracle has stable force effects, a chaotic oracle has ones that constantly shift and flicker. A good oracle has shining effects, an evil oracle has dark ones. Neutral oracles fall somewhere in between; their auras often have a gentle pulse or swaying wave motion.

Publisher: Purple Duck Games.

Skills: An oracle with the aureola mystery adds Intimidate (Cha), Perception (Wis), Perform (Cha), and Use Magic Device (Cha), to her list of class skills.

Bonus Spells: Mage armor (2nd), levitate (4th), phantom steed (6th), forceful strike (8th) telekinetic charge (10th), wall of force (12th), mage’s sword (14th), forceful hand (16th), crushing hand (18th).

Aureola Revelations

An oracle with the aureola mystery can choose from any of the following revelations.

  1. Aura Weapon (Su): You make a weapon into a part of your aura. One weapon you hold is transformed into pure force. It gains the ghost touch quality and becomes indestructible by normal means. It is destroyed if it fails a save against disintegrate. You can make this weapon appear or disappear as a free action. You can change which weapon this applies to as a 1-hour ritual, in which case the previous weapon is restored to how it was before you applied aura weapon. If you die, all your aura weapons return to being material. At level 4, and every four levels thereafter, you can apply this effect to an additional weapon. Shields count as weapons for this ability.
  2. Blast Infidel (Sp): You blast the enemies of your alignment. This has full effect on those who have an alignment opposed to yours, on either the law-chaos or good-evil axis. Creatures of your exact alignment are not affected at all. Creatures of other alignments automatically pass their saving throw. Blast infidel inflicts 1d8 force damage at level 1 and an additional die of damage for every two levels after level 1. At level 6, targets are also blinded for one round. At level 12, targets are also dazed for one round. At first level, you can affect a single creature, by touch, at will. Later you learn to use this as an area effect, beginning with one use per day per six oracle levels. At level 6, you can create an emanation of 30 ft. radius, centered on you. At level 12, you can create a 20 ft. emanation at a range of 100 ft. Targets get a Will save for half damage and to negate any side effects, with a DC of 10 + ½ your oracle level + your Charisma modifier.
  3. Bright Aura (Sp): You gain a number of spell-like effects. You can use each effect once per day when you learn to use it. For every 4 levels after you gain each effect, you can use that effect an additional time per day. Level 1: light. Level 4: discovery torch, Level 8: daylight, level 12: sunbeam, level 16: sunburst. Evil oracles cannot select this revelation.
    Albrecht is an 8th level oracle with the bright aura revelation. He can use light and discovery torch each 2/day and daylight once per day. At level 9, he'll be able to use light 3/day since it is now 8 levels since he gained that ability.
  4. Dark Aura (Sp): You gain a number of spell-like effects. You can use each effect once per day when you learn to use it. For every 4 levels after you gain each effect, you can use that effect an additional time per day. Level 1: darkvision. Level 4: darkness, Level 8: deeper darkness, level 12: shadow walk, level 16: power word: blind. Good oracles cannot select this revelation. See bright aura above for an example of uses per day.
  5. Divine Radiance: (Sp) A divine radiance surrounds you, protecting you from attacks. At level 1 this protects from possession and mental influence, just as protection from evil does, but against all alignments. At level 4, you gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. This bonus increases by one for every 5 levels thereafter. At level 9, if an creature whose alignment is opposed to yours on either the law-chaos or good-evil axis succeeds on a melee attack against you, the offending attacker is blinded, as blindness/deafness, except that the save DC is 10 + ½ your oracle level + your Charisma modifier. At level 14, you gain spell resistance 11 + level against opposed-alignment spells and spells cast by opposed-alignment creatures. Activating divine radiance is a free action and it can be used one minute per class level per day. This time need not be continuous, but must be spent in 1-minute intervals.
  6. Ectoplasmic Spell: You gain Ectoplasmic Spell as a bonus feat and you can apply this to any oracle spell you cast with no change in casting time or spell slot, as long as the level of the modified spell is one-third of your oracle level or less.
  7. Heroic Shine (Su): As a move action, you can call upon extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.
  8. Mandorla (Su): You conjure an aura that grants you a +4 armor bonus but inflicts a -4 penalty on Stealth checks. At 5th level, and every two levels thereafter, the armor bonus increases by +1. You can use this aura continuously or turn it on or off as a free action. This is force armor and protects from incorporeal touch attacks. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  9. Vision (Sp): You can scry by gazing into the distance, as if using scrying. At 15th level, this functions as greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.

Final Aureola Revelation (Su) You can fade from the world around you. You can become incorporeal for 1 minute per oracle level. The duration need not be continuous, but it must be used in 1-minute increments. You gain the incorporeal subtype, with no change in Armor Class. A summary of the combat effects of being incorporeal; you take no damage from non-magical attacks and only half damage from corporeal magical attacks. Ghost touch items, force effects, and spells affected by Ectoplasmic Spell still function normally against you.

Celestial

You have visions of the higher planes, but your attitude to them remains your own to decide.

Publisher: Purple Duck Games.

Skills: An oracle with the celestial mystery adds Fly (Dex), Linguistics (Int), Perception (Wis), and Perform (Cha) to her list of class skills.

Bonus Spells: Shield of faith (2nd), align weapon (4th), heroism (6th), tongues (8th) dispel evil (10th), brilliant inspiration (12th), holy sword (14th), holy aura (16th), gate (18th).

Celestial Revelations

  1. Celestial Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain the mildly good-aligned planar trait for a number of rounds equal to your oracle level. Evil creatures in a good-aligned area take a –2 circumstance penalty on all Charisma-based checks. At 11th level, the infusion makes the area strongly aligned, which causes a –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that is not good (these penalties stack with those from the lower-level effect). You must be of good alignment to select this revelation.
  2. Celestial Secrets (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of outsiders of the good and evil subtypes.
  3. Celestial Weapon (Su): Your understanding of the powers that move through the celestial planes allows you to imbue weapons with the ability to penetrate damage reduction. Once per day as a standard action, you can touch one weapon (or a group of up to 50 similar pieces of ammunition) and give it the ability to penetrate DR/cold iron and DR/silver for 1 minute per caster level. At 9th level, you can also grant the additional ability to bypass DR/evil and DR/good. You can use this ability an additional time per day for every 5 oracle levels you possess.
  4. Celestial Resistance (Su): You gain resistance 2 to acid, cold, electricity, fire, and sonic. This resistance increases to 5 at 5th level, 10 at 11th level, and 20 at 17th level.
  5. Gift of Fortitude (Ex): You are filled with the health and vigor of the higher planes. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four oracle levels after level 9. You must be at least 9th level to select this revelation.
  6. Heavenly Meadows (Su): You soothe the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground within 60 ft. into normal ground for 1 round per level. The DC of any Acrobatics, Climb, Escape Artist, or Swim checks required by terrain in the area is reduced by 10. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls, closed doors, and other impassible terrain is not affected. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  7. Overcome Alignment (Su): You are freed of any ethical repercussions of your divine powers. You can cast spells with any alignment descriptor, and it has no effect on your alignment. At level 7, you are constantly protected by undetectable alignment. At 14th level, you can use atonement as a spell-like ability once per day, this does not require a material component or focus. The subject must be willing, but need not "be truly repentant and desirous of setting right its misdeeds".
  8. Shining Aura (Su): You surround yourself with a celestial aura that grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor also grants you DR 5/evil. You can use this revelation for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  9. Shooting Stars (Su): As a standard action, you can unleash a ball lightning that explodes in a 5-foot radius burst dealing 1d4 points of electric damage per caster level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time to increase the area, creatures caught inside more than one simultaneous explosions only save and take damage once.
  10. Spell Resistance (Ex): You gain SR equal to your oracle level + 5. You must be at least 11th level before selecting this revelation.
  11. Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of archons. You must be at least 11th level before selecting this revelation.
  12. Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your oracle level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  13. Wings of Heaven (Su): You can manifest a pair of angel wings that grant you a fly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 10th level, your speed increases to 90 feet, your maneuverability increases to good, and the bonus on Intimidate increases to +8. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.

Final Celestial Revelation (Sp) You can invoke the power of the higher planes to judge a creature once per day. This takes the form of either freedom or imprisonment at your option.

Domain

Some oracles have mysteries similar to the domains granted to clerics and warpriests. Even with the same domains, oracles develop their powers in unique ways.

A domain oracle chooses one domain of the type available to clerics. A domain oracle can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Publisher: Purple Duck Games.

Skills: An oracle with the domain mystery adds Appraise (Int), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), and Linguistics (Int) to her list of class skills. Certain domains add additional class skills as a part of their domain power.

Bonus Spells: The domain spells of the chosen domain becomes the bonus spells of the domain mystery.

Domain Revelations An oracle with a domain mystery can choose from any of the following revelations.

  1. Domain Blessings and Powers: You gain the powers and blessing of your domain. Unless otherwise noted, activating a domain power or blessing is a standard action. You can call upon your blessings 3 times per day; each time you call upon any one of your blessings, it counts against the daily limit. Any blessing or domain power normally based on Wisdom is instead based on Charisma for you, and the saving throw DC of your blessings and domain powers is 10 + 1/2 your oracle level + your Charisma modifier.
    At first level, you gain the first level domain power of your domain and the minor warpriest blessing of your domain. At 5th level you gain all the domain powers of your domain, regardless of what level those abilities are normally gained at. At 10th level you gain the major warpriest blessing of your domain.
    A complete listing of blessings can be found here: warpriest blessings and a complete list of domains can be found here: Domains.
  2. Domain Immunity (Sp): You gain constant spell immunity against all spells on your domain spell list you are high enough level to cast. You can choose to let a spell affect you as a free action at the moment that spell is cast.
  3. Everlasting Enthusiasm (Ex): You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. If you pass a Will save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.
  4. Extra Blessings (Su): You can use your blessings 5 + 1/2 your oracle level times per day. You must have the domain blessings and powers revelation to select this revelation.
  5. Extra Domain Use (Su): You can use your domain powers twice as many times per day or rounds per day, as appropriate to each power. You must have the domain blessings and powers revelation to select this revelation.
  6. Familiar (Ex): You gain the service of a familiar, as the wizard's arcane bond class feature, using your oracle level as your effective wizard level.
  7. Heightened Domain Spells (Ex): You automatically use Heighten Spell to increase the effective level of your domain spells to the highest level of spell you can cast. There is no increase in casting time or level of spell slot needed. You need not know the Heighten Spell feat to use this ability.
  8. Sacred Weapon (Su): You gain Weapon Focus as a bonus feat and the warpriest's sacred weapon class feature, to a maximum enchantment bonus of +2 at 8th level. But choosing this revelation a second time, you can add a maximum enchantment bonus of +5 at 20th level.
  9. Spell-Like Domain Spells (Sp): You can cast spells on your domain list as if they were spell-like abilities. They still require spell slots, but no components. Using such a spell-like ability is always a standard action. You cannot use spells with a material component costing 1 gp or more with this ability.
  10. Story Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. The GM may embellish your knowledge with extra color to reflect your sources.
  11. Will to Live (Ex): You may add your Charisma modifier instead of your Constitution modifier to Fortitude saving throws. If you pass a Fortitude save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  12. Zeitgeist (Ex): You may add your Charisma modifier instead of your Dexterity modifier to Reflex saving throws. If you pass a Reflex save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.

Final Domain Revelation (Sp) At level 20, you can use miracle as a spell-like ability once per day. There is no gold piece cost to "make a very powerful request" as outlined in the spell description, but the results of such requests must have a strong connection to your domain, as determined by the GM.

Energy

Channeling the primal powers of creation and destruction.

Notepad.png This is a work in progress.

Doom

You have dire portents and visions of curses and trials. Doom is a kind of meta-mystery, that expands the oracles visions, offering expanded mystery and curse options.

Skills: An oracle with the doom mystery adds Bluff (Cha), Intimidate (Cha), Knowledge (Arcana), (Int), and Knowledge (Dungeoneering), (Int) to her list of class skills.

Bonus Spells: Ill omen (2nd), oracle's burden (4th), bestow curse (6th), oracle's vessel (8th) mark of justice (10th), unwilling shield (12th), jolting portent (14th), divine vessel (16th), prediction of failure (18th).

Doom Revelations

  1. Animal Companion (Ex): You gain an animal companion, as the druid's nature bond class feature, using your oracle level as your effective druid level. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  2. Deeper Mysteries (Ex) You gain a new oracle mystery. You gain the bonus spells of the chosen mystery and gain one of the mystery skills of the mystery as an additional class skill. You can select revelations from this mystery when you gain a new revelation. You never gain the final mystery.
  3. Deny Doom (Su): Once per day when you are the target of a spell, spell-like, or supernatural effect that allows no saving throw, you can make a Will saving throw to avoid the effect. The save DCs of spells and spell-like effects are calculated normally, the save DC of a supernatural effect is 10 + ½ the user's hit dice + the user's Charisma modifier. At level 13 you can use this twice per day.
  4. Doom of the World (Sp): The doom you carry is a natural part of the world. You can cast your mystery spells as if they were spell-like abilities. They still require spell slots, but have no components. Using such a spell-like ability is always a standard action. You cannot use spells with a material component costing 1gp or more with this ability.
  5. Everlasting Enthusiasm (Ex): You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. If you pass a Will save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.
  6. Extra Curse: You select an additional oracle's curse. See also Apath oracle's curses. You gain all advantages and disadvantages of this curse. Each time you get to select a new revelation, you can change one of the oracle's curses you are suffering from for another. You can select this revelation multiple times.
  7. Familiar (Ex): You gain the service of a familiar, as the wizard's arcane bond class feature, using your oracle level as your effective wizard level.
  8. Fate (Ex): Fate saves you for greater things. 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 this ability once per day, plus one additional time per day for every six oracle levels.
  9. Fortune (Ex): As an immediate action, you can allow a creature within 30 feet to reroll 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 be the target of this revelation again until you next prepare spells.
  10. Misfortune (Ex): As an immediate action, you can force a creature within 30 feet to reroll 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 worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again until you next prepare spells.
  11. Story Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
  12. Will to Live (Ex): You may add your Charisma modifier instead of your Constitution modifier to Fortitude saving throws. If you pass a Fortitude save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.
  13. Zeitgeist (Ex): You may add your Charisma modifier instead of your Dexterity modifier to Reflex saving throws. If you pass a Reflex save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.

Doom Final Revelation (Su) As a standard action, you can turn on and off your oracle's curses. A curse that is deactivated in this manner has no effect on you, positive or negative. If you have several different curses, each is turned on and off separately.

Enigmas

Related to sphinxes and to the inner workings of the universe, the mystery of enigmas are the mysteries of the world itself.

Publisher: Purple Duck Games.

Skills: An oracle with the doom mystery adds Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Linguistics (Int), and Sense Motive (Wis) to her list of class skills.

Bonus Spells: Know the enemy (2nd), misdirection (4th), seek thoughts (6th), divination (8th) dream (10th), prognostication (12th), vision of doom (14th), subjective reality (16th), foresight (18th).

Enigmas Revelations An oracle with a enigmas mystery can choose from any of the following revelations.

  1. Enigmatic Companion (Ex) You gain a cat, hawk, or monkey familiar, like the one gained from the wizard's arcane bond ability. At 7th level, you gain Improved Familiar as a bonus feat and pseudosphinx familiar.
  2. Glimpses of Insight (Su) Your understanding of riddles give you glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
  3. Gordian Bind (Ex) Disable Device, Escape Artist, and Sleight of Hand become class skills for you, and you add your Charisma modifier instead of your Dexterity modifier to checks with these skills. You can use these skills to create conundrums for others to solve, generally resolved with opposed skill checks. You can use your Escape Artist skill modifier instead of your combat maneuver bonus to determine the difficulty of escaping when you bind a creature.
  4. Keeper of Enigmas (Ex): Instead of encyclopedic knowledge, you learn most of your information as riddles, stories, and allegory. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
  5. Musing (Su): You can search your mind to recall some bit of forgotten lore or information. As a move action you can retry any Knowledge skill check you have made within the past minute, gaining the benefits of both checks. You can only use this ability once for each Knowledge skill check.
  6. Puzzle-Solver (Ex) You can add your Charisma modifier (in addition to your Intelligence modifier) to your skill bonus in Linguistics. When you are called upon to make a skill check, Intelligence check, or saving throw to realize a clue or solve an enigma, such as the maze spell or the riddler ability of the enigma mystery, you can make a Linguistics check instead.
  7. Riddler (Su) As a standard action you can ask a riddle of one or more creature within 30 ft. with an Intelligence of 5 or more (less intelligent creatures do not really grasp the concept of riddles). Will negates (DC 10 + 1/2 your oracle level + your Charisma modifier). This is a language-dependent curse with a duration of 1 round/level. Until the riddle is solved all affected creatures are staggered. As a standard action, a creature who heard the riddle (not necessarily one affected by the ability) can attempt to solve the riddle, which allows a Will saving throw as above. If a creature solves the riddle and communicates the answer to other affected creatures, the effect is negated for them as well. Each day, you can affect a number of people equal to your oracle level + Charisma modifier.
    This can be played out as an actual riddle, giving players the option to solve the riddle themselves instead of rolling a Will saving throw. It is still a standard action for a character to propose an answer to the riddle.
  8. Spirit Spy (Sp): As a standard action, you summon an invisible stalker (as summon monster VI) that you immediately possess (sp) with no saving throw allowed. This lasts for a number of minutes equal to your oracle level, but you can end both effects prematurely with a standard action. If the possession effect ends for any reason, the invisible stalker is immediately dismissed. You can use this ability once per day. At 15th level, the duration is extended to one hour/level. You must be at least 11th level to select this revelation.
  9. Wisdom of the Ancients (Sp): Once per day, you can enter a trance in which you commune with spirits. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these effects require components.
  10. Whispers on the Wind (Su) You can hear the gossip of spirits. You can use Diplomacy to gather information in one hour without actually mingling with people. This means you are never at risk of being discovered and need not spend any gold. You can be up to one mile per oracle level away from the source of the rumors when you do this. The rumors you get are the same ones that can be heard the normal way, and you must understand the local language. This lets you gather information even in places where you could not normally go, but any place warded against divination magic is shielded from this ability.

Final Enigmas Revelation (Sp) You become an enigma, making you immune to detection, mind-affecting, and possession effects effects. You can negate the effects of the binding, imprisonment, maze, and temporal stasis spells on yourself at will, and retain your normal perception when affected by these spells.

Great Work

The Great Work is a process started by the dwarfs, but over time it has begun to involve more and more people, mainly humans, gnomes, goblins, and hobgoblins. No-one knows for certain what this revelation is about, but it seems to involve a lot of fire and combustion and have a kinship to firearms and constructs.

Publisher: Trailseeker.

Skills: An oracle with the great work mystery adds Appraise (Int), Knowledge (Arcana), (Int), Knowledge (Engineering), (Int), and Use Magic Device (Cha), to her list of class skills.

Bonus Spells: Gravity bow (2rd), improve trap (4th), stone shape (6th), named bullet (6th), fabricate (8th), animate objects (10th) awaken construct (12th), memory of function (14th), iron body (16th), wooden phalanx (18th).

Gravity bow spells cast by a great work oracle also affect bullets.

Great Work Revelations

  1. Artificer's Traps (Sp): Add mending to your list of known spells as an orison (level zero oracle spell). At 5th level and again every 4 levels after level 5, select a ranger trap. You can use each trap a number of times per day equal to your Charisma bonus. The DCs for Perception checks, Disable Device checks, and saving throws against the trap are equal to 10 + ½ your character level + your Charisma bonus. The trap lasts for 1 hour per level or until triggered.
  2. Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in armor you are proficient with. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.
  3. Automation (Su): You can force enemies to repeat their actions with this evocation (law) effect. Friends in the area are not affected. Targets must make a Will save (DC of 10 + ½ your oracle level + your Charisma modifier) each round or repeat their action from the previous round. The duration is 1 round/ level but a successful save ends the effect. Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must move again, although they may change their route. Creatures that drank a potion must do so again, even if they can only drink from an empty bottle. Targets that did nothing or were surprised must continue to do nothing, but stop being flat-footed. Actions that cannot be repeated are wasted. At first level, you can affect a single creature, by touch, at will. Later you learn to use this as an area effect, beginning with one use per day at level 8 and one additional use per day for every 4 levels thereafter. At level 8, you can create an emanation of 30 ft. radius, centered on you. At level 14, you can create a 20 ft. emanation at a range of 100 ft.
  4. Blueprints (Su): If you have detailed instructions on how to make an object, you can create such an object as if you had the appropriate Craft skill with a bonus equal to your level + Charisma bonus. This applies to normal and exceptional ways of making an item (such as fabricate). You can make magic items this way, substituting for both skill and item creation feats. You still incur all normal costs. A blueprint is created using Knowledge (Engineering) instead of whatever skill (all other requirements must be met, including item creation feats) is normally used and takes five times as long to create as the item it is to allow the manufacture of. A finished blueprint is not magical and can be freely copied.
  5. Dancing Weapons (Su): Add mage hand to your list of known spells as an orison (level zero oracle spell). At 5th level, you can give a weapon touched the dancing special weapon quality or a shield the floating shield quality for 4 rounds as a swift action. You can use this ability once per day at 5th level, and an additional time per day for every five levels beyond 5th.
  6. Gunpowder Revelation (Ex): You gain proficiency with all firearms and the Amateur Gunslinger feat. At 3rd level and 7th level you learn one of the following feats. Deft Shootist Deed, Extra Grit, Gunsmithing, Rapid Reload. At 11th level and 16th level, you can pick one of the feats mentioned earlier, and add Leaping Shot Deed, Secret Stash Deed, and Signature Deed to the list, plus the option learn the Dead Shot deed (as the gunslinger class ability) as if it was a feat. You do not need to meet the prerequisites of these feats.
  7. Manufacture Weapon (Su): You can create a weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and comes with ammunition if needed. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 7th level, 15th level, and 19th level, the weapon gains a +1 enhancement bonus. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  8. Riddle of the Forge (Su): Your revelation gives you insight into form and function. Once per day, you may spend 10 minutes meditating on the structure of a piece of unworked material to gain a +5 insight bonus on your next Craft check to make something using it. This combines with the Blueprint ability above, both in using and creating blueprints.
  9. Sundering 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, but you do not trigger attacks of opportunity. You can use this ability once per day, plus one time per day for every three levels you possess.
  10. Thunderburst (Ex): As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a 20-foot radius burst. Creatures in the area take 1d6 points of sonic damage per oracle level and are deafened for 1 hour, with a Fortitude save resulting in half damage and no deafness. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter. Effects such as silence that negate or limit sounds negate a thunderburst.
  11. Wings of Metal (Su): As a swift action, you can manifest a pair of metallic wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Great Work Final Revelation You transform into a mechanical version of yourself, changing your type to construct. You keep all your traits and abilities, including racial abilities and the Constitution ability score. Your hit points do not change. Your creature type changes to construct. You become immune to death effects, disease, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage.

Hero Quest

You represent your patron in the world, becoming a physical hero and exemplar. This vision gives you powers to emulate the abilities of other classes.

Publisher: Purple Duck Games.

Skills: An oracle with the hero quest mystery adds Climb (Str), Knowledge (local)(Int), Ride (Dex), and Swim (Str) to her list of class skills. Certain revelations adds more class skills to the list.

Bonus Spells: Sanctuary (2nd), Undetectable alignment (4th), Magic vestment (6th), Dismissal (8th), Commune (10th), Find the path (12th), Dimensional lock (16th), Overwhelming presence (18th).

Hero Quest Revelations An oracle with the Hero Quest mystery can choose from any of the following revelations.

  1. Agile Hero (Ex): You gain evasion. This lets you avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor and are not helpless. You also gain a +1 bonus on Reflex saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels thereafter.
  2. Animal Companion (Ex): You gain an animal companion, as the druid's nature bond class feature, using your oracle level as your effective druid level. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  3. Arcane Hero (Ex): You gain Knowledge (Arcane) (Int) as a class skill. Add the following spells to your spells list at the indicated levels. You must still learn these spells using your normal allotment of spells known. Level: 0:-mage hand, prestidigitation, 1st—identify, mage armor, 2nd—magic missile, 3rd—arcane sight, 4th—diamond spray, 5th—dimension door, 6th—wall of force, 7th—spell turning, 8th—mage's sword, 9th—mage's disjunction.
  4. Explorer Hero (Ex): Gain Knowledge (Geography) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  5. Fast Hero (Ex): Increase the speed of each type of movement you have (land, fly, climb, swim, etc.) by 10 ft. This works with any effect that grant such a speed.
  6. Familiar (Ex): You gain the service of a familiar, as the wizard's arcane bond class feature, using your oracle level as your effective wizard level.
  7. Heroic Combat Style (Ex): You gain a modified version of the ranger's combat style ability. At 1st level you gain proficiency with a martial weapon appropriate to the style chosen. You gain bonus feats to choose from your combat style at 3rd, 7th, and 11th level. You do not need to meet the prerequisites of your combat style feats.
  8. Heroic Health (Ex): You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  9. Heroic Weapon Mastery (Ex): You gain proficiency and Weapon Focus with one simple or martial weapon of your choice. You can pick the Improved Unarmed Strike feat instead of a weapon proficiency to gain Weapon Focus with unarmed strike. At level 1, you gain a +1 bonus to hit and damage with any weapon you have Weapon Focus with. This bonus increases by +1 every 4 levels after level 1 (+2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17).
  10. Loremaster: Gain all Knowledge skills as class skills. At third level, gain a +1 bonus on all knowledge skills. This bonus increases by +1 at level 7 and every 4 levels thereafter (+2 at level 7, +3 at level 11, +4 at level 15, and +5 at level 19).
  11. Martial Hero (Ex): You gain proficiency with all martial weapons. At level 4, and every 6 levels thereafter, you gain a bonus combat feat. You must fulfill the prerequisites of these bonus feats.
  12. Tough Hero (Ex): You gain proficiency with heavy armor and tower shields and a +1 bonus on Fortitude saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels.
  13. Trickster Hero (Ex): Gain Acrobatics (Int), Bluff (Cha), Disable Device (Dex), and Sleight of Hand (Dex) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.

Final Hero Quest Revelation (Sp) At level 20, you can use miracle as a spell-like ability once per day. There is no gold piece cost to "make a very powerful request" as outlined in the spell description, but you can only do so once per week.

Infernal

You have visions of Hell and the powers therein, granting you the power and understanding of devils. How you use this understanding is up to you.

Publisher: Purple Duck Games.

Skills: An oracle with the infernal mystery adds Fly (Dex), Intimidate (Cha), Knowledge (nobility) (Int), and Survival (Wis) to her list of class skills.

Bonus Spells: Command (2nd), resist energy (4th), suggestion (6th), fear (8th), lesser planar binding (10th), planar binding (12th), repulsion (14th), greater planar binding (16th), freedom (18th).

Infernal Revelations An oracle with the Infernal mystery can choose from any of the following revelations.

  1. Devil Skin (Su): You alter your flesh to be as tough as a devil’s hide, granting you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor also grants you DR 5/silver. This revelation is constant, and changes your skin to look more and more like that of a devil as you advance in level. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  2. Devil's Dark (Sp): You gain darkvision 30 ft. If you already have darkvision, the range increases by 30 ft. At 3rd level you can use darkness as a spell-like ability once per day. At 7th level, you can use deeper darkness instead. At 10th level, your darkvision can see even in supernatural darkness. You gain an additional daily use of deeper darkness at level 13, 16, and 19.
  3. Dread Resilience (Ex): You have been hardened by exposure to the energies of Hell, and you just keep getting tougher. You gain a +1 inherent bonus to Constitution at level 9 and another for every four oracle levels gained thereafter. You must be at least 9th level to select this revelation.
  4. Fires of Hell (Su): You call upon the searing fires of Hell to burn your foes. As a standard action, one target within 30 feet is wreathed flames and takes 1d6 points of fire damage per level. A successful Reflex save halves this damage. At 7th level, the fire’s searing pain forces any creatures damaged by it to make a Fortitude save (same DC) or be staggered for 1 round. At 14th level, creatures who fail their saves against the hellfire are staggered for 1d4 rounds and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
  5. Hell-forged Weapons (Su): Your understanding of Hell allows you to imbue weapons with the ability to penetrate the defenses of creatures native to other planes. Once per day as a standard action, you can touch one weapon (or a group of up to 50 similar pieces of ammunition) and give it the ability to penetrate DR/silver for 1 minute per caster level. At 9th level, you can also grant the additional ability to bypass DR/good and DR/chaotic. You can use this ability an additional time per day for every 5 oracle levels you possess.
  6. Hell's Spells (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of lawful outsiders and evil outsiders.
  7. Miasma (Sp): You can use obscuring mist as a spell-like ability once per day. At 5th level, you can use fog cloud instead. At 10th level, you can expand the radius of obscuring mist up to 10 ft./level. At 15th level, you can expand fog cloud the same way. You gain an additional use of the ability for every 5 oracle levels.
  8. Pits of Hell (Su): As a standard action, you can change an area 30 ft. long and 10 ft. wide into the pits and barriers of Hell. Some point of this area must be adjacent to you. Creatures on the ground in the area become flat-footed and it takes an Acrobatics or Climb check to move (DC: Your oracle level + your Charisma modifier). Note the reduced speed when using Acrobatics and Climb to move. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  9. Planar Haze (Su): You can fill an area with the smoky miasma of Hell. Once per day when you cast a spell that has an area, as a swift action you may also fill that area with a thick haze that acts as obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell’s area. At 10th level, the haze functions as fog cloud. You may use this ability one additional time per day at 7th and 14th level.
  10. Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain either the mildly law-aligned or mildly evil-aligned planar trait for a number of rounds equal to your oracle level. Chaotic creatures in a law-aligned area take a –2 circumstance penalty on all Charisma-based checks, as do good creatures in an evil-aligned area. At 11th level, the infusion makes the area strongly aligned, which causes a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that lacks the matching alignment component (these penalties stack with those from the lower-level effect). You must be lawful and/or evil to select this revelation, and you can only infuse an area with an alignment that matches a component of your own alignment.
  11. Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of devils. You must be at least 11th level before selecting this revelation.
  12. Wings of Terror (Su): You can manifest a pair of enormous, bat-like devil wings that grant you a fly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 14th level, your speed increases to 90 feet, your maneuverability increases to good, and the Intimidate bonus increases to +8. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.

Final Infernal Revelation (Sp) At 20th level, you gain the ability to call creatures from other planes. This allows you to use gate as a spell-like ability once per day, but only to call creatures—not for planar travel. If you use this to call a devil, you do not need to provide 10,000 gp in components, but you must still bargain for it's services if you want a long-lasting service. You must pay the 10,000 gp to call creatures other than devils.

Lost Omens

You have insight into how to survive in an age without oracular guidance, thwarting fate and finding strength in your own abilities.

Publisher: Trailseeker.

Skills: An oracle with the lost omens mystery adds Appraise (Int), Intimidate (Cha), Knowledge (Local) (Int), and Perception (Wis) to her list of class skills.

Bonus Spells: Swallow your fear (2nd), surmount affliction (4th), communal nondetection (6th), freedom of movement (8th), true seeing (10th), heroes' feast (12th), sequester (14th), communal mind blank (16th), time stop (18th).

Lost Omens Revelations An oracle with the lost omens mystery can choose from any of the following revelations. If no type of action is specified for using a lost omens revelation, it is not an action.

  1. Animal Companion (Ex): You gain an animal companion, as the druid's nature bond class feature, using your oracle level as your effective druid level. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  2. Clarity (Ex): Once per day, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, helpless, panicked, paralyzed, petrified, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.
  3. Deny Doom (Su): Once per day when you are the target of a spell, spell-like, or supernatural effect that allows no saving throw, you can make a Will saving throw to avoid the effect. The save DCs of spells and spell-like effects are calculated normally, the save DC of a supernatural effect is 10 + ½ the user's hit dice + the user's Charisma modifier.
  4. Everlasting Enthusiasm (Ex): You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. If you pass a Will save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.
  5. Familiar (Ex): You gain the service of a familiar, as the wizard's arcane bond class feature, using your oracle level as your effective wizard level.
  6. Opportunist (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you would ordinarily be surprised, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 14th level, you can roll for initiative three times and take any one of the results.
  7. Reverse Fate (Su): Once per day before making a d20 roll that would succeed on a roll of 20, you can choose to reverse the result as an immediate action; what would normally be a failure becomes a success, and what would normally be a success becomes a failure. This can never result in a critical hit or fumble and cannot be modified into a failure or success by any effect after you use reverse fate. You can use this ability an additional time per day at fifth level and every 5 levels thereafter. At level 7, you can offer an ally within 100 ft. the option to use this, costing each of you an immediate action. At 14th level, you can force an enemy within 100 ft. to use this, but not on a saving throw.
  8. Story Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
  9. Thwart Divination (Su): You are surrounded by an invisible aura with a radius of 10 ft. per level centered on you. Any divination effect used in this area or whose effect extends into the area is suppressed unless the user passes a Will save, DC 10 + ½ your level + the your Charisma modifier. Enemies with active divination effects entering the area must attempt this save for each effect, or it is suppressed. Suppressed effects resume when the user leaves the area if they have any remaining duration. You can turn this ability on or off as a swift action, and allies are not affected.
  10. Thwart Fate (Su): You can re-roll any d20 roll you have just made once per day, before the result is revealed. You can use this ability an additional time per day at fifth level and every 5 levels thereafter.
  11. Will to Live (Ex): You may add your Charisma modifier instead of your Constitution modifier to Fortitude saving throws. If you pass a Fortitude save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.
  12. Worldly Interests (Ex): Select any 3 skills that are not class skills. These skills become class skills for you, and you gain an additional skill point per level. If you take this revelation after level 1, you get these skill points retroactively to assign to your new class skills. You can choose this revelation two times, with stacking benefits.
  13. Zeitgeist (Ex): You may add your Charisma modifier instead of your Dexterity modifier to Reflex saving throws. If you pass a Reflex save, you avoid all results of the effect you saved against, even if you would normally suffer a reduced result.

Final Lost Omens Revelation (Su) You become impossible to detect, scry, or perceive by supernatural means. No divination ability can affect you or an ally within 100 ft. of you. Enemies cannot use abilities that mitigate surprise, such as uncanny dodge, immunity to surprise, or the ability to always act in a surprise round within 100 ft. of you.

Moonlighting

You have a visions of wealth and lofty objectives, and how to achieve them using low means like chicanery and stealth.

Publisher: Purple Duck Games.

Skills: An oracle with the moonlighting mystery adds Bluff (Cha), Disable Device (Dex), Perception (Wis), and Stealth (Dex), to her list of class skills. Certain revelations adds more class skills to the list.

Bonus Spells: heightened awareness (2nd), pilfering hand (4th), blessing of the mole (6th), freedom of movement (8th), telepathic bond (10th), find the path (12th), ethereal jaunt (14th), sequester (16th), demand (18th).

Moonlighting Revelations An oracle with the Moonlighting mystery can choose from any of the following revelations. Note that the sneak attack revelation can be taken twice.

  1. Cat Burglar (Ex): Gain Acrobatics (Dex), Appraise (Int), Climb (Str), and Escape Artist (Dex) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  2. Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. At level 16, you take only half damage even on a failed save. You cannot use evasion if you have medium or heavy armor or encumbrance. You also gain a +1 bonus on all Reflex saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels thereafter.
  3. Familiar (Ex): You gain the service of a familiar, as the wizard's arcane bond class feature, using your oracle level as your effective wizard level.
  4. Hustler (Ex): Gain Disguise (Cha), Perform (Cha), Sleight of Hand (Dex), and Use Magic Device (Cha) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  5. On the Ball (Ex): You can take a full round action (or a move action plus a standard action) in a surprise round. You still cannot take any actions if you are surprised.
  6. Ruffian (Ex): Gain Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), and Swim (Str), as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  7. Runner (Ex): Increase the speed of each type of movement you have (land, fly, climb, swim, etc.) by 10 ft. This works with any effect that grants such a speed.
  8. Sneak Attack (Ex): You gain the rogue's sneak attack ability. Your sneak attack damage is 1d6, plus one die at level 3 and every 3 levels thereafter, to a maximum of 3d6 dice at level 6. You can take this revelation a second time to increase the maximum to 7d6 at level 18.
  9. Sneak Spell (Ex): Anytime the target of one of your spells would be denied their Dexterity bonus to AC against one of your attacks, that spell is heightened (as Heightened Spell) to an effective spell level equal to half your oracle level. You do not need to know the Heightened Spell feat to use this ability, and it does not change the casting time or the spell slot required.
  10. Trapfinding (Ex): Add your Charisma modifier (in addition to the normal ability score modifier) to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.
  11. Uncanny Dodge (Ex): You gain the rouge's uncanny dodge ability. You must be level 4 to take this revelation. At level 12, you also gain the rogue's improved uncanny dodge ability, using your class levels as rogue levels for this ability.

Final Moonlighting Revelation (Sp) You can always act in a surprise round. If there would normally not be a surprise round at the start of a combat, you get a surprise round when only you can act. If enemies cannot spot you at the end of this surprise round, they never saw you at all; you were able to disappear before you were ever spotted.

Passion

You have visions of love, lust, and passion. This vision seeks to overwhelm the world trough you.

Skills: An oracle with the passion mystery adds Knowledge (local) (Int), Intimidate (Cha), Linguistics (Int), and Perform (Cha) to her list of class skills.

Bonus Spells: Charm person (2nd), matchmaker (4th), detect desires (6th), charm monster (8th), envious urge (10th), isolate (12th), waves of ecstasy (14th), euphoric tranquility (16th), overwhelming presence (18th).

  1. Adoration (Sp): You can attempt to thwart a melee or ranged attack or targeted effect aimed at you as an immediate action. This is a mind-affecting emotion effect. You use the ability before the attack is rolled. The creature attacking you receives a Will save to negate this effect, if the save fails the attack misses or the ability fails and a creature making the full-attack action cannot use any remaining attacks.
  2. Beauty's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: youthful appearance (1st), seducer's eyes (2nd), suggestion (3rd), nixie's lure (4th), feeblemind (5th), suggestion (mass) (6th).
  3. Embrace the Stone (Su): You have the ability to excite even those normally unaffected by mind-affecting and/or emotion effects. At level 7 you can affect undead. At level 10 you can overcome the resistance of mindless creatures and vermin, plants, oozes, and those under calm emotions. At level 13, you can affect constructs. At level 17, you can affect any creature that is immune to mind-affecting or emotion effects for any reason, including those protected by spells or powers that give such immunity. This ability works with all your revelations and mystery spells, with the Bluff, Diplomacy and Intimidate skills, and with all mind-affecting spells. Each use is a free action performed simultaneously with the effect you want to boost. You must be level 7 to take this revelation.
  4. Garlands (Su): You can conjure garlands of flowers that grant you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor grants you a +2 sacred (or profane if evil) bonus on Will saves and makes you immune to calm emotions. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  5. Hatred's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: murderous command (1st), paranoia (2nd), lover's vengeance (3rd), malicious spite (4th), foster hatredUM (5th), vengeful outrage (6th).
  6. Heightened Passion (Ex) All your spells that have the charm, compulsion, or emotion descriptor, are on the passion mystery's list, or gained from a revelation of the passion mystery are heightened (as Heightened Spell) to an effective spell level equal to half your oracle level. This does not change the casting time or the spell slot required.
  7. Hysteria (Ex) When you cast spells that are mind-affecting and target one or more creatures (this excludes personal spells), you gain four additional options. The first three work like metamagic feats, the fourth is special. You can only use one of these abilities with any particular spell.
    1. Target a single creature at medium range (100 ft + 10 ft/level) by expending a spell slot one level higher than normal.
    2. Target all creatures within 20 ft. of you by expanding a spell slot two level higher than normal.
    3. Target a number of targets equal to your caster level, all of whom must be within 30 ft. of each other and in range of the spell, expending a spell slot three levels higher than normal.
    4. You can cast the spell with a range of touch and affecting a single target without using expending a spell slot (this option is not applicable to spells that are harmless). You cannot apply metamagic to a spell cast this way.
  8. Insane Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: lesser confusion (1st), daze monster (2nd), unadulterated loathing (3rd), confusion (4th), denounce (5th), insanity (6th).
  9. Inspiring Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: invigorate (1st), object reading (2nd), heroism (3rd), good hope (4th), dream (5th), heroism (greater) (6th).
  10. Kindness' Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: beguiling gift (1st), compassionate ally (2nd), invigorate (mass) (3rd), overwhelming grief (4th), sending (5th), demand (6th).
  11. Lust's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: fumbletounge (1st), unnatural lust (2nd), reckless infatuation (3rd), shamefully overdressed (4th), smug narcissism (5th), geas (6th).
  12. Wily Whims Add the following spells to your spell list and list of spells known at the indicated spell levels: aphasia (1st), false belief (2nd), rumormonger (3rd), they know (4th), deceitful veneer (5th), curse of the outcast (6th).

Final Passion Revelation At level 20, you gain unlimited powers of passion. You can cast passion spells up to 6th level (including spell metamagiced up to this level) without expending spell slots. Passion spells are all passion mystery spells and spells gained from passion revelations.

Pontifex

You are a planar bridge-builder, an opener of the way to other planes. Unlike certain other oracles, the pontifex is not related to any one plane, opening the way for all kinds of outsiders.

Publisher: Purple Duck Games.

Skills: An oracle with the pontifex mystery adds Intimidate (Cha), Knowledge (arcana) (Int), Linguistics (Int), and Use Magic Device (Cha) to her list of class skills.

Bonus Spells: Summon monster I (1st), see invisibility (4th), summon monster III (6th), lesser planar binding (8th), plane shift (10th), planar binding (12th), summon monster VII (14th), greater planar binding (16th), gate (18th).

Pontifex Revelations

  1. Abyssal Terrain (Su): You can twist the material world into the harsh, jagged edges and uneven angles of the abyss. As a standard action, you can turn one 20-foot square within 30 ft. into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  2. Defy Elements (Ex): Choose one energy type (acid, cold, fire, electricity, or sonic). You gain resistance 5 to the selected energy type. At 5th level and every 5 levels thereafter, you can choose an additional energy type for which to gain resistance 5, or you can choose a previously chosen energy type and increase that resistance by 5 (to a maximum resistance of 20 for any one energy type).
  3. Heavenly Meadows (Su): You soothe the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground within 60 ft. into normal ground for 1 round per level. The DC of any Acrobatics, Climb, Escape Artist, or Swim checks required by terrain in the area is reduced by 10. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls, closed doors, and other impassible terrain is not affected. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  4. Pits of Hell (Su): As a standard action, you can change an area 30 ft. long and 10 ft. wide into the pits and barriers of Hell. Some point of this area must be adjacent to you. Creatures on the ground in the area become flat-footed and it takes an Acrobatics or Climb check to move (DC: Your oracle level + your Charisma modifier). Note the reduced speed when using Acrobatics and Climb to move. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  5. Planar Adaptation (Sp) You gain planar adaptation as a constant spell-like ability. At level 8 you can use mass planar adaptation as a spell-like ability once per day, and you gain an additional daily use for every 4 levels after level 8. Targets can use the benefits of this ability in parts of your home plane that have become influenced by another plane, such as by the abyssal terrain, heavenly meadows, pits of hell, or planar infusion revelations.
  6. Planar Alliance (Ex): Select one outsider subtype from the following list; each has an alignment prerequisite: aeon (N), agathion (NG), angel (any good), archon (LG), asura (LE), azata (CG), daemon (any evil), demodand (CE), demon (CE), devil (LE), div (NE), earth (any), elemental (N), fire (any), inevitable (LN), kyton (LE), manasaputra (LG), protean (CN), psychopomp (N), qlippoth (CE), sahkil (NE), or water (any). When you use a summon spell to summon a creature with this subtype, the spell has a casting time of 1 standard action.
  7. Planar Animal Mastery (Ex): When you use a summon spell to summon an animal, the spell has a casting time of 1 standard action.
  8. Planar Blast (Sp): Channel the energy of the planes to inflict damage. Choose one type of damage each time you use this power: acid, cold, electricity, or fire. Planar blast inflicts 1d8 damage of the indicated type at level 1 and an additional die of damage for every two levels after level 1. At first level, you can affect a single creature within 30 ft. at will. Later you learn to use this as an area effect, with one use per day per six oracle levels. At level 6, you can create an emanation of 30 ft. radius, centered on you. At level 12, you can create a 20 ft. emanation at a range of 100 ft. Targets get a Reflex save for half damage with a DC of 10 + ½ your oracle level + your Charisma modifier.
  9. Planar Form (Su): Your body permanently changes to look more like that of an outsider. Typical examples is an animal-headed humanoid or a statue-like shape. Any resistances you have tend to affect your shape, making you appear imbued with the elements you are resistant against. The exact details are up to you, but you certainly stand out in a crowd. Your planar form grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, you gain wings and a fly speed of 40 ft. (good) and Fly becomes a class skill for you. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  10. Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain a mild infusion of any alignment of your choice for a number of rounds equal to your oracle level. Creatures on an opposed alignment take a –2 circumstance penalty on all Charisma-based checks. At 11th level, the infusion makes the area strongly aligned, which causes the –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that lacks the matching alignment component (these penalties stack with those from the lower-level effect).
  11. Primal Energy Channel (Su): Whenever you cast a spell that deals damage of any type, you may change it to deal acid, cold, electricity, or fire damage instead. The spell loses any energy descriptor it had and gains the energy descriptor for the new type of damage instead. You may use this ability once per day, plus one additional time for every 5 levels. At 15th level, you can change a spell to deal positive or negative energy damage, though the damage is halved. You must be at least 7th level to select this revelation.
  12. Outsider Possession (Su): You can summon an outsider spirit as a swift action and allow it to possess you, enhancing your powers. You gain a +4 sacred (or profane if the creature is evil) bonus to Strength, Dexterity, Constitution, and natural armor. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and your hands each gain a primary natural claw attack that inflicts 1d8 damage (1d6 if Small). These natural weapons are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation.

Final Revelation (Sp) At 20th level, you gain the ability to open rifts between planes. One per day you can use gate (sp) with a duration of 1 day/level (D), with no concentration required. This requires a gem of 10,000 gp value that becomes the magical keystone of the gate. This gem is reduced to dust at the end of the spell, and if destroyed beforehand the gate is dispelled. The gem is a fine object with AC 13, SR 31, hardness 20, 1 hit point, and a save bonus of +11 on all saving throws.

Sea

You have visions of the sea; travel, unfathomable depths, and antediluvian mysteries.

Publisher: Purple Duck Games.

Skills: An oracle with the sea mystery adds Knowledge (Geography), (Int), Perception (Wis), Survival (Wis), and Swim (Str) to her list of class skills.

Bonus Spells: Hydraulic push (2nd), slipstream (4th), ride the waves (6th), control water (8th), old salt's curse (10th), summon nature's ally vi (only water elementals, aquatic creatures, and creatures with swim speed) (12th), control weather (14th), seamantle (16th), tsunami (18th).

Sea Revelations

  1. Aquatic Companion (Su): You gain the service of an unusually intelligent, strong, and loyal aquatic animal. The creature must be of the aquatic subtype or have a natural swim speed. This functions as an animal companion, as the druid's nature bond class feature, using your oracle level as your effective druid level. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  2. Beacon (Sp): Once per week you can call a seagoing vessel to you as a 1 hour ritual. The vessel uses mundane means to reach you and can take up to a week to arrive, but usually arrives within the day. The vessel is of a type common to the area and comes equipped with necessities such as sail, oars, and provisions. You can decide if you want the vessel to be crewed or abandoned. If it is crewed, the crew accidentally steered or drifted to your location but are not necessarily friendly. If it is abandoned, it arrives in the broken condition, as if it weathered a storm or came up from the sea bottom, and lacks any sale value. You can call a specific named vessel you know is in within one day's sailing distance, but that ship's captain gets a Will save (DC 10 + ½ your oracle level + your Charisma modifier) to avoid the effect. The GM has final say in what vessels turn up, with these guidelines; a rowboat at 1st level, a keelboat at 5th level, a sailing ship at 10th level, a warship or small flotilla at 15th level, and an armada at 20th level.
  3. Far Horizons (Su): When you cast a spell at sea, you can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, long, and further. At level 1, you increase range by one category. At level 7, two categories. At level 14, 3 range categories. This ability can extend a spells range beyond long; a spell adds 1,000 ft to its range for each range category beyond long. The effect of a spell modified by this ability cannot affect anything that is more than 100 ft. from a body of water.
  4. Flotsam: Once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 10 gp × your oracle level. This object has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in. If retrieving an object that would not normally float, it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disintegrate after 24 hours. They cannot be used as components to create magical items and cannot be sold. At 6th level, you can retrieve several objects over the day, as long as the total value of these objects do not exceed 100 gp per level. At 12th level, objects you retrieve are not broken (but still last only one day) and the value limit becomes 200 gp/level. At 18th level, you can retrieve objects worth up to 10,000 gp.
  5. Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense. At 5th level, you gain Dodge as a bonus feat. At 10th level you gain Mobility as a bonus feat. At 15th level you gain Spring Attack as a bonus feat. You do not need to meet the prerequisite to gain these feats, and if you already know them you instead gain any feat you qualify for as a bonus feat.
  6. Freedom of the Sea (Su): You gain a +4 bonus on Escape Artist checks. Escape artist becomes a class skill for you. At level 7, you can use freedom of movement as a free action for one round per day per oracle level. This time need not be consecutive but affects only yourself. At 14th level, you can choose to use fluid form instead. You can use these abilities even when you'd otherwise be prevented from acting.
  7. Ocean Touch (Su/Sp): Your touch carries the weight of the ocean behind it. Add a bonus of +4 to your CMB to bull rush, drag, or reposition combat maneuvers. You do not trigger attacks of opportunity for these combat maneuvers and you can perform them against an opponent of any size. At 7th level, you gain fire resistance equal to your oracle level. At 14th level, you can use quench (sp) at will.
  8. Water Cloak (Su): You can conjure armor of water that grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor grants you fire resistance 5. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  9. Water Form (Su): As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability for 1 hour/level. This time need not be consecutive, but must be spent in 1-hour increments. You must be at least 7th level to select this revelation.
  10. Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
  11. Water's Gift (Su): You can share the benefits of the fluid form, water form, water cloak, and watery home revelations with others at will, by touch, as a standard action. You must know the revelation you want to share. You can share a number of such gifts at any one time equal to your oracle level. A 12th level oracle can share 2 of these abilities with 6 creatures, 3 of them with 4 creatures, 5 of them with 1 creatures and 1 of them with 2 creatures, or any combination of targets and abilities with a sum up to 12. Recipients get benefits as if they were oracles six levels lower than you who had the revelation in question. The benefit lasts until you next prepare spells. You need to be at least 7th level and have one of the mentioned revelations to take water's gift.
  12. Watery Home (Su): You gain a swim speed equal to your land speed. At level 3, you can hold your breath a number of minutes equal to 6x your Constitution score before having to check for drowning. At level 5, you can breathe both air and water. At level 7 your swim speed increases by 20 ft. At level 9, you gain the aquatic subtype and become immune to any ill effects of being away from water. At level 13 you are immune to the effects of extreme depth and to cold damage from exposure to water. At level 15, your swim speed increased by another 20 ft.

Final Sea Revelation (Su) You gain bindsight 60 ft. underwater. By touching a body a water and taking a standard action, you can extend your senses to all points of that body of water. Because such sensations are overwhelming, you take a penalty on Perception checks depending in the size of the body of water; pools and ponds give -5, dams, lakes and streams give -10, rivers and seas give -20, while oceans give a -30 penalty. You must decide what to look for. Even with large Perception penalties, obvious things like the shore and the shape of the bottom (including ruins, wrecks, and other objectives at the bottom) are automatically spotted if you know what to look for.

Oracle Curses

These are common afflictions for visionaries in myth and fiction. Curse level is the level a curse operates at, which is the class level in the class(es) that gave the curse plus half the total level in other classes. This is also the caster level of any spell-like abilities of the curse.

Addicted

Publisher Legendary Games

You are addicted to a recreational drug like alcohol. You are able to function normally in combat and similar stressful situations. Whenever you are not in danger, you are sickened, either from the effects of your addiction, or from withdrawal.

Your addiction can be recognized with a Heal or Knowledge (local) check (DC 15). Any Charisma skill used against you that involves your addiction gets a +5 bonus. When you earn money and once each week, you must spend 10% of your available cash on your addiction, before making any other purchases. If drugs are illegal you often have legal problems.

The thing you are addicted to has no other harmful effect on you, and you are immune to further addiction of any kind.

At 5th level, you have developed know-how that removes the monetary cost of your addiction and allows you to bye any drug at half normal price whenever it is available. You need only take half the usual dose to gain the full effects of any drug.

At 10th level your blood becomes mildly toxic. Creatures draining your blood never gain any benefit and you are immune to damage from drugs and to poison, disease, and parasitic infection.

At 15th level, you gain immunity to attribute damage and drain.

Ailing

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

You are always at least mildly sick, suffering from a cough, aches, ague, fever, or fainting spells. You suffer a –2 penalty to Fortitude saves. After any strenuous activity (including combat), you must make a Constitution check (DC 10) or be fatigued until you receive 15 minutes of uninterrupted rest. Add lullaby and touch of fatigue to your list of spells known.

At 5th level, add chill touch and ray of enfeeblement to your list of spells known.

At 10th level, add waves of fatigue to your list of spells known.

At 15th level, add waves of exhaustion to your list of spells known.

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 5th level, you gain a +2 bonus on CMD and become immune to the effects of the Bluff and Intimidate skills.

At 10th 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 15th 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 5th 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 10th 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 15th 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 5th level, you can use: detect aberrations (sp) three times per day and bloodhound (sp) once per day.

At 10th 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 15th 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 5th 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 10th 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 15th 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 5th 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 10th level, you gain a primary natural bite attack dealing 1d6 damage (1d4 if Small) and DR 5/silver or magic.

At 15th 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 5th 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 10th 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 15th 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 5th 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 10th 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 15th 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 5th level, you gain Mobility and Spring Attack as a bonus feat without needing to fulfill the requirements.

At 10th 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 15th level, add irresistible dance to your spell list, list of known spells, and/or spellbook, as a 6th level oracle spell.

Convulsions

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

You suffer from sudden, uncontrollable convulsions. Whenever you roll a 1 (the die roll shows a “1”) on an attack roll, skill check, ability check, or Reflex save, you drop all items you are holding and cannot take attacks of opportunity until the beginning of your next turn. However, these convulsions have made you very limber, gaining a bonus to all Reflex saves and Escape Artist checks equal to half the curse's level.

Curse Magnet

Publisher: Legendary Games.

You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.

At 1st level, whenever a creature within 30 ft. of you is affected by a curse (a harmful hex counts as a curse for this purpose), you must save or become affected by that curse. If the curse does not normally allow a saving throw, you must succeed on a Will save (DC 10 + 1/2 the cursed creature's Hit Dice + the cursed creature's Charisma modifier) to avoid contracting the curse. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot acquire that curse again until 24 hours have passed.

You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically negated. Curses (and other effects at higher levels) transferred to you can be removed normally.

You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as cursed artifacts, lycanthropy, undeath, and effects that only divinities can lift, are also immune.

At 5th level, you can choose to transfer the effect of a lasting supernatural ability, spell, or spell-like ability from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn.

At 10th level, when an effect is transferred to you by this curse, you can choose to remove any supernatural ability, spell, or spell-like ability you were suffering from before the transfer.

At 15th level, when an effect is transferred to you by this curse, you can choose to remove any conditions you were suffering from before the transfer. You also increase the range at which you pick up curses and other effects from allies to 100 ft.

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 still staggered and lose 1 hit point each round. You still die normally from negative hit points.

At 5th 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 10th 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 15th 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 5th 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 10th level, the target of your death pact heals more slowly. Hit point recovery from any source is halved.

At 15th 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 5th level, add minor image and mirror image to your list of spells known.

At 10th level, add major image, shadow conjuration and shadow evocation to your list of spells known.

At 15th 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 5th 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 10th 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 15th 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 5th level you gain the same bonus on Will saves as you do on Fortitude saves.

At 10th 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 15th 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 5th level, when you and an ally adjacent to you are both threatening an enemy, you are both considered to outflank that enemy.

At 10th 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 15th 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 5th level, you gain a +4 bonus to Intimidate and Sense Motive checks.

At 10th 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 15th 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 15th levels.

At 10th 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 15th 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 5th 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 10th 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 15th 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 5th level, select two additional abilities from the selections available at level 1.

At 10th level, you gain constant feather step (sp).

At 15th 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, touching you inflicts one point of Charisma damage 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 5th level, creatures touching you are cured of the dazed, diseased, fatigued, shaken, and sickened conditions in addition to the hit point healing.

At 10th level, creatures touching you are cured of the cursed, exhausted, frightened, nauseated, and poisoned conditions in addition to the previous effects.

At 15th 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 5th 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 10th level, any effect that would normally give you the exhausted condition instead gives you the fatigued condition.

At 15th 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 5th 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 10th 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 15th 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 5th level, all animals, humanoids, magical beasts, and monstrous humanoids avoid you as above, in addition to your own type.

At 10th level, you become immune to all disease, infection, and parasitic infestation, including magical ones.

At 15th level, all living creatures avoid you as above.

Maimed

Publisher: Legendary Games.

You are permanently maimed, an injury you were born with or have had so long it can no longer be cured. This is a mundane handicap, less fantastic that many other curses. Select one or more of the following impairments. The listed penalties assume you are using a simple prosthetic (such as a peg leg) when possible. You cannot take the same handicap in different degrees of severity, such as maimed eye and blind.

  • Blind 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 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 have developed your other senses to such a degree that you are never flat-footed or flanked.
  • Blind Eye You are blind in one eye. When you are adjacent to two opponents, you are flanked. You cannot take the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites.
  • Deaf You permanently suffer the deafened condition. You have adapted to your contrition to the point that you only take a –2 penalty on initiative checks, automatically fail Perception checks based on sound, take a –4 penalty on opposed Perception checks, and do not suffer from spell failure on spells with verbal components. You gain a +2 bonus on Will saving throws.
  • Hoarse You cannot speak in more than a whisper. You cannot use language-based effects, Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. You can still satisfy verbal components. The DC to hear you speaking (including using social skills and spells with verbal components) increases by 15 (from the usual DC 0).
  • Internal Injury You suffer a -4 penalty on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You gain a +2 bonus on Fortitude saving throws.
  • Limp You have a leg injury that halves all your speeds. You are immune to caltrops, grease spells, and similar floor hazards.
  • Maimed Hand One of your hands is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells, but you can make unarmed attacks and wield a hook hand or shield by strapping it on. You gain the Two-Weapon Fighting feat, ignoring prerequisites, but this feat is only usable with a shield or a hook hand in the off-hand. Any feat using this bonus feat as a prerequisite also gains this limitation.
  • Missing Arm One of your arms is severed or useless. 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 have trained your feet so that you can overcome this handicap when prone or sitting down. You suffer no penalty on attack rolls or Armor Class when prone. You gain a +5 bonus on Escape Artist checks.
  • Missing Ear(s) You can hear, but the altered acoustics makes you suffer a -2 penalty on Acrobatics, Disguise, Perception, and Perform checks. You gain a +2 bonus on saving throws against sonic and language-dependent effects.
  • Missing Leg You cannot walk without using a crutch, and even then your land speed and carrying capacity is halved. If you do not constantly use one arm to hold yourself upright when standing, you fall prone. You have developed your upper-body muscles, gaining a +2 bonus to Strength.
  • Missing Teeth You have very bad breath and cannot eat solid food. This means that you consume twice as much water, needed to make broth for your consumption. You count as two people when Survival is used to forage and take a -4 penalty on Diplomacy checks.
  • Scalped You are missing most head hair, and any remaining hair and the skin on your head flakes and is torn, ugly, and often bleeds. You suffer a -5 penalty on Disguise checks and the DC to track you is reduced by 5. You gain a +2 bonus on CMD against grapple checks.

At 5th level, you have learned to play on your disability 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. The bonus stacks with any bonuses or penalties provided by the disability itself.

At 10th level, you develop an uncanny luck. Whenever something inflicts a condition on you (including going unconscious from damage), there is a 20% chance that attack or effect somehow fails to affect you at all, often striking the empty spot left by your injury.

At 15th level, you have overcome or healed the maiming and suffer no penalties, tough you retain all benefits and often choose to act the part.

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 5th level, as a move action you may make an Intimidate check to demoralize a foe.

At 10th 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 15th 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.

Mutant

Table: Warpwave Effects
d20 Warpwave effect
1 Target takes 2 Strength damage.
2 Target takes 2 Dexterity damage.
3 Target takes 2 Constitution damage.
4 Target takes 2 Intelligence damage.
5 Target takes 2 Wisdom damage.
6 Target takes 2 Charisma damage.
7 Target gains 1 negative level.
8 Target is blinded or deafened for 1d4 rounds.
9 Target is confused for 1d4 rounds.
10 Target is entangled by filaments of energy for 1d4 rounds.
11 Target becomes fatigued (or exhausted if already fatigued).
12 Target becomes nauseated for 1d4 rounds.
13 Target is stunned for 1d4 rounds.
14 Target is sickened for 1d4 rounds.
15 Target is staggered for 1d4 rounds.
16 Target gains 4d6 temporary hit points.
17 Target is affected by a heal spell.
18 Target is turned to stone.
19 Target is affected by baleful polymorph.
20 Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.

Publisher: Legendary Games.

Your body is twisted by strange mutations.

When you roll a "1" on the die for an attack roll, skill check, or saving throw, you suffer a warpwave effect: see the protean subtype. Roll 1d6 and read the result on Table: Warpwave Effects to see which warpwave effect you suffer. The caster level of this effect is your curse level and you are allowed a Will save (DC 10 + 1/2 the curse level). Success halves any damage and negates non-damaging effects.

You have one evolution point and can choose one evolution available to eidolons. You cannot choose the ability increase or skilled evolutions and need to fulfill any requirements the selected evolution has. You count as a protean eidolon with the limbs (arms) and limbs (legs) evolutions for the purpose of prerequisites. You can change your evolutions when you advance in level.

At 5th level, you gain an additional evolution point, and roll 1d12 for warpwave effects.

At 10th level, you gain an additional two evolution points. You cannot take an evolution costing more than two evolution points. You roll d20 for warpwave effects.

At 15h level, you gain an additional three evolution points. You cannot take an evolution costing more than three evolution points.

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 5th level, you also gain a +4 bonus to concentration checks you make to cast defensively.

At 10th level, you gain a +4 bonus to AC as long as you do not attack or cast a spell that affects an enemy.

At 15th 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 5th level, add mage hand (level 0) and spiritual weapon (level 2) to your spell list and list of spells known.

At 10th level, you can use spectral hand (sp) at will.

At 15th 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 5th 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 10th 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 15th 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 5th 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 10th 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 15th 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 5th 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 10th level, add divination and commune to your list of spells known.

At 15th 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 5th level, whenever you are not sickened by the curse, you are immune to fear.

At 10th 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 15th 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 5th 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 10th 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 15th 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 5th 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 10th 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 15th 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 5th 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 10th level, you gain a +4 bonus on CMD and take half damage from all physical attacks.

At 15th 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 5th 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 15th 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 5th level, you can attempt a Heal check for any purpose as a full-round action.

At 10th 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 15th 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 more than 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 for and every four curse levels thereafter, to a maximum of +6 at curse level 20.

At 5th 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 15th level, any bleeding from your stigmata is purely 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 5th level you double the range of any darkvision you have.

At 10th 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 15th 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 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) but allowing repeated rolls until you learn all they know. 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 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. In addition, you may substitute all daily uses of this ability in order to cast a single atonement spell, if used with the intent of converting a creature (including yourself) to a different religion or alignment.

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 5th 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 10th level, you can replace any mind-affecting effect you suffer with the shaken condition. This is not an action.

At 15th 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 5th level, you gain a +4 sacred bonus on Sense Motive and Survival checks.

At 10th level, you gain constant nondetection (sp).

At 15th 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 or 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 5th 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. 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. This is in addition to any resistance a target may already have.

At 10th 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 15th 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.

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