Difference between revisions of "Oracle (Apath)"

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At 15th level, add the following spells to your spell list and known spells as oracle spells of the given level: ''[http://www.d20pfsrd.com/magic/all-spells/s/share-skin share skin]'' (6th), ''[http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes animal shapes]'' (7th).
 
At 15th level, add the following spells to your spell list and known spells as oracle spells of the given level: ''[http://www.d20pfsrd.com/magic/all-spells/s/share-skin share skin]'' (6th), ''[http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes animal shapes]'' (7th).
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=== Animal Transformation ===
  
 
=== Choreomania ===
 
=== Choreomania ===

Revision as of 10:55, 25 January 2016

ApathApath Logo
Unofficial rules compendium

Some new options for the oracle class.

Oracle Mysteries

New manifestations of the oracle's power.

Ascension

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

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), resurgent transformation (10th), transformation (12th), teleport (greater) (14th), divine vessel (16th), create greater demiplane(18th).

Ascension Revelations

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

  1. Primary Resistance (Su): Choose one type of elemental damage (acid, cold, electricity, fire). You gain resist 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. 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.
  2. Secondary Resistance (Su): Choose two types of energy (acid, cold, electricity, fire, sonic). If you have primary resistance, you cannot choose the same type of damage again. You receive 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.
  3. Elemental attack (Su): You can fire a ray of elemental energy from your eyes. This is a ranged touch attack with a range increment of 50 ft. that inflicts 1d10 damage + your Charisma modifier. The damage type matches any of your primary or secondary resistances, your choice when you use the attack. If you have neither it does 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. Physical 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 good or evil, you must be of the opposing alignment. You must be at least level 7 to take this revelation.
  6. Darkvision (Su): You gain Darkvision 30 ft. This adds to any darkvision range you already have. At level 7, you gain an additional 30 ft. of range for your darkvision. At level 14, you gain yet an additional 30 ft. of darkvision.
  7. Raptor vision (Su): You are immune to dazzle or blinding light and never suffer the dazzled condition. At level 7, reduce the DC increase due to range on visual Perception rolls to -1 per 30 ft. At level 14, reduce the DC increase to -1 per 100 ft.
  8. 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, letting you communicate with any creature that has a language.
  9. Natural weapons (Su): You gain 2 primary 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.
  10. Wings (Su): You grow or dismiss wings as a swift action and can 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.
  11. Physical revelation (Su): Your body changes to look like that of a divine servant. Typical examples is an animal-headed human 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. You have a holy symbol on your head that works as a normal holy symbol; anyone who sees you can see the symbol and identify your patron with a DC 10 Know (religion) roll (success is automatic if your patron is well-known in the area). You gain +1 natural armor. At level 7, you gain +2 natural armor. At level 14, you gain +4 natural armor. These are sacred (or profane if evil) bonuses. At level 20, your type changes to outsider (native).

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. Armor worn does not count against this limitation. 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.

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.

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 (Sp): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and made of force but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. The blade has the ghost touch quality and is indestructible, but can be dispelled or disarmed. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  2. Aural Block (Su): You gain a +2 shield bonus to armor class. This is force armor, and improves by +1 for every 4 levels (+2 at levels up to 3, +3 at levels 4-7, +4 at levels 8-11 and so on). You must have one hand free and cannot carry a shield or two weapons when using this ability, not can you use a weapon in two hands. You may momentarily use the off hand for things like somatic components or drawing and throwing a weapon in the same round. This ability counts as a shield to abilities that require a shield.
  3. 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 7, targets are also blinded for one round. At level 14, targets are 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 at level 4 and one additional use per day for every 4 levels thereafter. At level 4, you can create an emanation of 30 ft. radius, centered on you. At level 10, you can create an 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.
  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 light aura below for an example of how the days per level works.
  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 (Fortitude save negates, as blindness/deafness, but 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 level per day. This time need not be continuous, but must be spent in 1-minute intervals.
  6. 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.
  7. Light 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. 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.
  8. Mandorla (Su): You conjure an aura that grants you a +4 armor bonus but inflicts a -4 penalty on Stealth checks. At 7th level, and every four levels thereafter, the armor bonus increases by +2. 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.
  9. Vision (Sp): You can scry by gazing into the distance, as if using scrying. At 15th level, this functions like 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.
  10. Suppress Radiance (Su): You can suppress the radiance from your force effects, making them invisible. A mandorla rendered invisible has no Stealth penalty. Turning the suppressed radiance on or off is a free action.
  11. Weapon Aura (Su): Pick one specific weapon. This weapon in transformed into pure force. It gains the ghost touch quality and becomes indestructible by normal means. It can be disintegrated, but this requires a caster level check against a DC of 11 + your class level. You can cause this weapon to 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 weapon aura. At level 7, you can apply this effect to two weapons simultaneously. At level 14, you can apply it to three weapons simultaneously. Shields count as weapons for this ability.

Final Aureola Revelation

You can fade from the world around you. You can become incorporeal for 1 minute per oracle level. You gain the incorporeal subtype and take only half damage from corporeal magical attacks (you take no damage from nonmagical weapons and objects). Your spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments. Force effects and ectoplasmic spells still function normally both when you use them against material creatures and when used against you.

Celestial

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

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 Secrets (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of outsiders of the good subtype.
  2. Celestial Weapon (Su): Your understanding of the powers that move through the celestial planes 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/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. You can use this ability an additional time per day for every 5 oracle levels you possess.
  3. Eldritch 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.
  4. 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.
  5. 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 and the subject need not "be truly repentant and desirous of setting right its misdeeds".
  6. Planar 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 the –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 good to select this revelation.
  7. Shining aura (Su): You surround yourself with a celestial aura that functions as armor, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. 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.
  8. 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 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, but creatures caught inside more than one simultaneous explosions only save and take damage once.
  9. Spell Resistance (Ex): You gain SR equal to your oracle level + 5. You must be at least 11th level before selecting this revelation. When you are aware of a spell being cast on you, you can choose to not use your spell resistance without having to spend an action to suppress your spell resistance.
  10. Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of angels. You must be at least 11th level before selecting this revelation.
  11. 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.
  12. Unearthly Terrain (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 and/or hazardous ground into normal ground for 1 round per level. See the Acrobatics skill description for a definition of hazardous ground. 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.
  13. Wings of Heaven (Su): You can manifest a pair of enormous 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 Mystery

Certain oracles have mysteries similar to the domains granted to clerics. Even with the same domains, oracles are rarely content with how clerics express the divine, and develop their powers in unique ways.

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

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.

In addition, a domain oracle gains the powers and blessing from all of her domain, gradually gaining more abilities as she advances in level. Unless otherwise noted, activating a domain power or blessing is a standard action. A domain oracle can call upon the power of her blessings a number of times per day (in any combination) equal to 3 + 1/2 her oracle level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her daily limit. Any blessing or domain power normally based on Wisdom is instead based on Charisma for a domain oracle, and the saving throw DC of her blessings and domain powers is 10 + 1/2 her oracle level + her Charisma modifier. A complete listing of domains can be found here: Domains.

At 1st level, the domain oracle gains the first level domain power of her domain and the minor warpriest blessing of her domain.

At 3rd level, she gains all the domain powers of her domain, regardless of what level those abilities are normally gained at.

At 7th level, she gains the major warpriest blessing of her domain.

At 11th, 15th and 19th level, she selects one of the revelations listed below.

  1. Domain Immunity (Su): You gain spell immunity against all spells on your domain spell list. You can choose to let a spell affect you as a free action at the moment the spell is cast.
  2. Everlasting Enthusiasm (Ex): You may add your Charisma modifier to Will saving throws instead of your Wisdom modifier. If you pass a Will save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  3. Extra Blessings (Su): You can use your blessings 10 + your oracle level times per day.
  4. Extra Domain Use (Su): You can use your domain powers three times as many times per day or rounds per day, as appropriate to each power.
  5. 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.
  6. Living Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  7. 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 have no components, except that spells with an expensive material component still require that component. Using such a spell-like ability is always a standard action.
  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. Will to Live (Ex): You may add your Charisma modifier to Fortitude saving throws instead of your Constitution modifier. 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.
  10. Zeitgeist (Ex): You may add your Charisma modifier to Reflex saving throws instead of your Dexterity modifier. 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 such requests must have a strong connection to your domain, as determined by the GM.

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.

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 (8th), fabricate (10th), animate objects (12th), memory of function (14th), iron body (16th), wooden phalanx (18th).

Gravity bow spells cast by a great work oracle can affect bullets fired from firearms.

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. This does not grant proficiency in armor. 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. Friends in the area are not affected. Targets must make a Will save each round or repeat their action from the previous round. 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 an emanation at a range of 100 ft. The duration is 1 round/ level. Target receive a Will save throw (DC of 10 + ½ your oracle level + your Charisma modifier) to break the effect each round - but can be affected again if they are touched again or remain in an affected area. This is a mind-affecting compulsion effect, but unlike most such effects this one can affect undead and constructs.
  4. Blueprints (Su): If you have detailed instructions on how to make an item, or a sample item to copy, 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, increasing by 5 feet for every 4 oracle levels after 7th. Creatures in the area take 1d6 points of bludgeoning 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.
  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.

Skills: An oracle with the hero quest mystery adds Climb (Str), Knowledge (local), 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. 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.
  3. 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.
  4. Heroes' Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  5. 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, 11th, and 15th level. You do not need to meet the prerequisites of your combat style feats.
  6. 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.
  7. Heroic Weapon Mastery (Ex): You gain proficiency and Weapon Focus in the favored weapon of your patron (if you have one) and in one additional simple or martial weapon. You can pick weapon focus in unarmed strike if you have the Improved Unarmed Strike feat. 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).
  8. Loremaster Hero: Gain all Knowledge skills as class skills. You also gain a +1 bonus on all knowledge skills. This bonus increases by +1 at level 4 and every 4 levels thereafter (+3 at level 8, +4 at level 12, +5 at level 16, and +6 at level 20).
  9. 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.
  10. Tough Hero (Ex): You gain proficiency with heavy armor and tower shield and a +1 bonus on Fortitude saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels.
  11. 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.
  12. Wandering Hero (Ex): Increase your base land speed by 10 feet.

Final Hero Quest Revelation

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.

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 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor also grants you DR 5/silver. 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.
  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 5th 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 the spell-like abilities at level 7 and 14.
  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. Hellfire (Su): You call upon the searing fires of hell to burn your foes. As a standard action, one target within 30 feet is wreathed in screaming flames and takes 1d6 points of fire damage per level. A successful Reflex save halves this damage. At 10th level, the fire’s howls cause any creatures damaged by it to be staggered for 1 round. At 15th 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. Hellforged 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 grow fog cloud the same way. You gain an additional use of the ability for every 5 oracle levels.
  8. Pits of Hell (Su): You can twist the material world into the spikes and barriers of hell. As a standard action, you can turn one 20-foot square into uneven ground (see Acrobatics) for 1 round per level. The Acrobatics DC to move in this terrain is your Charisma modifier + ½ your oracle level. Note that creatures on uneven ground become flat-footed. 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 level, and one additional time per day at 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 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). You must be lawful 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, batlike devil 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 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

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.

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. 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.
  2. 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.
  3. Everlasting Enthusiasm (Ex): You may add your Charisma modifier to Will saving throws instead of your Wisdom modifier. If you pass a Will save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  4. Living Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  5. 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.
  6. Reverse Fate (Su): Once per day before making a d20 roll, 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.
  7. 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.
  8. 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.
  9. Thwart Insight (Su): You are surrounded by an invisible aura with a radius of 10 ft. per level centered on you. Insight bonuses in this area are negated. Additionally, 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. Will to Live (Ex): You may add your Charisma modifier to Fortitude saving throws instead of your Constitution modifier. 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.
  11. 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.
  12. Zeitgeist (Ex): You may add your Charisma modifier to Reflex saving throws instead of your Dexterity modifier. 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 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.

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: tap inner beauty (2nd), enthrall (4th), lover's vengeance (6th), sending (8th), dream (as a 5th level oracle spell) (10th), vengeful outrage (as a 6th level oracle spell) (12th), waves of ecstasy (14th), euphoric tranquility (16th), overwhelming presence (18th).

Passion Revelations

All spell-like effects are heightened to an effective spell level equal to half your oracle level. The saving throw DC becomes 10 + ½ your oracle level + your Charisma modifier. A passion oracle has a passion pool equal to her oracle level + her Charisma bonus that is used to power her abilities.

Many passion revelations escalate in range and area as the oracle increases in level. At the minimum level, these abilities can be used at will by touch without expending any points from the passion pool. All other uses cost the given number of points from the passion pool. At the lowest level, you can affect a single target at a range of 100 ft. Four levels over the minimum level, you can create an emanation of 30 ft. radius, centered on you. Eight after the minimum level, you can create a 30 ft. emanation at a range of 100 ft.

  1. Adoration (Sp): You can attempt to thwart a melee or ranged attack or targeted effect aimed at you. This is a mind-affecting emotion effect. You use the ability before you know if the attack hits. The creature attacking you receives a Will save to negate this effect, if the save fails the attack misses or the ability fails. This is not an action, but expands a point from the passion pool.
  2. Alienation (Sp): You can cast either envious urge or overwhelming grief with a standard action. Both are mind-affecting emotion effects that escalate in area over levels. The minimum level is 7 and the cost is two points from the passion pool.
  3. Anything to Please (Sp): You must be 7th level to take this revelation. You can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect, with a DC of 10 + ½ your oracle level + your Charisma modifier. If the save fails, the creature attacks your enemies, gives you its most valuable item (a standard action) and then refrains from attacking you for the rest of the duration, or drops prone at your feet and grovels (target's choice). The creature receives a new saving throw to break the effect each round after the first. This is a mind-affecting emotion effect that costs 2 points from the passion pool.
  4. Bacchanalia (Sp): You can cast lesser confusion at will. At level 7, you can cast confusion at a cost of one point from the passion pool.
  5. Embrace the Stone (Su): You have the ability to excite even those normally unaffected by mind-affecting and/or emotion effects. You must still abide by the limitations of language-dependent effects. At level 10, you can affect undead. At level 12, you can affect vermin, plants, oozes, and those under calm emotions. At level 14, you can affect constructs. At level 16 you can affect any mindless creature (those with an Intelligence score of zero). At level 18, you can affect any creature that is normally 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 revelation powers, 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 and costs one point from the passion pool. You must be level 10 to gain this revelation.
  6. Garlands (Su): You can conjure garlands of flowers that function as armor to grant you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you a +2 sacred 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. You can spend one passion point per hour to use this effect beyond the limit.
  7. Infatuation (Sp): As a standard action you can use charm person. The charm takes the form of an infatuation but in game terms this works identically to charm. You decide who the charm is directed against with each use of this power; this can be either a specific creature (often yourself) or the closest sexually attractive creature. This is a mind-affecting emotion effect that escalates over levels. The minimum level is 1 and the cost is one point to the passion pool. At level 12, you can use charm monster at a cost of 2 points.
  8. Lust (Sp): As a standard action you can use unnatural lust. This is a mind-affecting emotion effect that escalates over levels. The minimum level is 1 and the cost is one point to the passion pool.
  9. Mercy (Sp): You can use either compassionate ally or agonizing rebuke with a standard action. Both are mind-affecting emotion effects that escalate in area over levels. The minimum level is 1 and the cost is one point to the passion pool.
  10. Perfection (Sp): You can use either reckless infatuation or smug narcissism with a standard action. Both are mind-affecting emotion effects that escalate in area over levels. The minimum level is 3 and the cost is one point to the passion pool.
  11. Rejection (Sp): You can use either isolate, or unadulterated loathing with a standard action. Both are mind-affecting emotion effects that escalate in area over levels. The minimum level is 1 and the cost is one point to the passion pool.
  12. Release Passion (Su): As a standard action you cause passions to flare stronger. There is no saving throw against this mind-affection emotion effect. This changes the attitude of creatures towards others; those who are friendly become helpful, those who are neutral become friendly, those who are unfriendly become hostile. The duration is one minute per oracle level. Affected creatures also suffer a -2 penalty on Will saves against emotion effects. Additionally Diplomacy and Intimidate attempts against them get a +4 circumstance bonus. This is a mind-affecting emotion effect that escalates over levels. The minimum level is 8 and the cost is two points from the passion pool.

Final Passion Revelation

At level 20, the passion oracle gains an infinite passion pool and is no longer limited in how many times she can use her passion revelations.

Sea

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

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 (water elementals and aquatic creatures only) (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 swim speeed. This functions as a druid’s animal companion, using your oracle level as your effective druid level.
  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. You can call a specific named vessel you know is in the vicinity, but that ship's captain gets a Will save (DC 10 + ½ your oracle level + your Charisma modifier) to avoid the effect. The maximum capacity of the vessel(s) you can call is 1 ton per level, squared. This works out to a pinnacle at 1st level, a small ship at 10th level, and a huge ship or small flotilla at 20th level. The GM has final say in what vessels turn up, regarding this as guidelines.
  3. 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 always 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 it. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disintegrate after 24 hours, if not already used up or otherwise destroyed before then. They cannot be used as costly material components or as components to create magical items and Appraise can identify them as about to disintegrate. 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 and the value limit becomes 200 gp/level. At 18th level, you can retrieve objects worth up to 10,000 gp.
  4. Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. 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 gain any feat you qualify for as a bonus feat.
  5. 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. At 14th level, you can use fluid form instead. This affects only yourself. You can use these abilities this when you'd otherwise be prevented from acting.
  6. Ocean Touch (Su): Your touch carries the weight of the ocean behind it. Add a bonus of +4 to your CMB to bull rush and you bull rush an opponent of any size up to twice the normal distance. At 5th level, you gain fire resistance equal to your oracle level. At 10th level, you can cast quench at will, by touch, as a spell-like ability. Touching something hot or burning to use this ability does not cause you damage.
  7. To The Horizon (Su): When you cast a spell at sea, you can automatically apply Reach Spell to that spell without increasing the level or casting time of the spell. At level 1, you increase range by one category. At level 7, two categories. At level 14, 3 range categories. There is no range category beyond Long. The effect of a spell modified by this ability can cover sea areas, ships, underwater, the coast, and small islands. It cannot reach more than 100 ft. from a body of water.
  8. Water Cloak (Su): You can conjure armor of water that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. 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.
  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 once per day, but the duration is 1 hour/level (D). 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 the benefit of the revelation at six levels lower than you do. The benefit lasts until you revoke it (by touch, as a standard action) with a maximum of 24 hours. 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 water. At level 7 your swim speed increases by 20 ft. At level 9, you gain the aquatic subtype, but suffer no ill effects on land. 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

You can extend your sense of self to encompass all of a body of water. By touching a body a water and taking a standard action, you 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 no penalties, dams, small lakes and streams give a -5, rivers and small seas give -15, while oceans give a -20 penalty. 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. You can also have blindsense 60 ft. underwater and can greater teleport to any point in the body of water you are touching as a full-round action a number of times each day equal to your Charisma modifier.

Oracle Curses

These are common afflictions for visionaries in myth and fiction.

Anasyrma

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 armor or shields, but you can use weapons. 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 makes you a sort of intuitive practitioner of Way of Life martial arts.

At 5th level, you can use freedom of movement (Sp) as an immediate action. You can use this a number of rounds each day equal to your class level, but these rounds need not be consecutive. You cannot use this ability to ignore or remove force effects.

At 10th level, you can use ethereal jaunt (sp) for one round as a swift action. You can use this a number of times each day equal to your class level, but these rounds need not be consecutive. You are visible to material creatures while you use this ability.

At 15th level, you can use the level 5 as much as you like and the level 10 ability lasts one minute per use and can be dismissed as a free action.

Animal Aspect

Publisher: Trailseeker.

Your head (and at your option other parts, commonly hands, feet, and tail) is that of an animal. 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 into the form of any animal, you always assume the form of the animal whose head you wear instead of the intended animal. If your animal type exists in several size variants, you change into any size allowed by the spell or effect, as you decide.

You gain low-light vision. If you already have low-light vision, you instead gain a +2 sacred (or profane if evil) bonus on Perception.

At 5th level, add the following spells to your spell list and known spells as oracle spells of the given level: detect aberrations (1st), bloodhound (2nd).

At 10th level, add the following spells to your spell list and known spells as oracle spells of the given level: see invisibility (3rd), beast-shape II (4th).

At 15th level, add the following spells to your spell list and known spells as oracle spells of the given level: share skin (6th), animal shapes (7th).

Animal Transformation

Choreomania

Publisher: Trailseeker.

You suffer bouts of compulsive, ecstatic dancing. You must dance when casting and preparing spells, and your oracle spells suffer from arcane spell failure. You must move at least 5 ft. in each round before casting a spell. All your spells have somatic components, and 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 makes you a sort of intuitive practitioner of Way of Life martial arts.

At 5th level, you gain Mobility 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 list of known spells as a 7th level oracle spell.

Curse Magnet

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

Any time a creature within 30 ft. of you is under a curse, you must save against that curse. If the curse does not have an established saving throw, use a Will save with a DC of 10 + ½ the cursed creature's hit dice + the cursed creature's Charisma modifier. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot pick up 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 would be inflicted on you, the old curse is automatically removed. Your curses can also be removed normally.

You can pick up another oracle's curse this way, but only the first level variant of the curse, not any abilities granted by the oracle's curse at higher levels. You cannot lift an oracle's curse, you merely gain a copy of it. You cannot pick up another oracle's curse magnet curse this way. At the GM's discretion certain other powerful curses, generally those that only divinities can lift, are similarly resistant to your ability to transfer curses.

If you are not currently suffering a curse and a creature within 30 ft. of you is targeted by a spell or spell-like ability that is neither harmless nor inflicts hit point damage and that requires a Will saving throw, and the creature's saving throw fails, you must make a Will saving throw against that effect. If your Will saving throw fails, that effect affects you instead of the original target. You are affected as if you were the initial target. Only the initial use of an ability can trigger this; effects that require saving throws each round, like hold person, cannot be attracted to you when the target fails a saving throw in a succeeding round.

At 5th level, you can choose to transfer the effect of a curse or a supernatural ability, spell, or spell-like ability that is not harmless nor has an instantaneous duration from a target within 30 ft. to yourself. This is not an action, but you can only do so on your turn. You can use this even if you were exposed to that curse in the last 24 hours, and whether you are currently cursed or not. The effect is removed from the original target and affects you instead.

At 10th level, when an effect is transferred to you by lower-level abilities of 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 lower-level abilities of this curse, you can choose to remove any conditions you are currently suffering from. You also increase the range at which you pick up curses and other effects from allies to 100 ft.

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 silent image to your list of spells known as an first level oracle spell. 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. Add +4 to your saving throws against illusion spells and effects.

At 15th level, add greater shadow conjuration to your list of spells known.

Disbelieved

Publisher: Trailseeker.

No matter what you say, people will not take your words to heart, and your predictions go unheard.

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 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.

You and the GM are encouraged to work out some oracular vision your character has and which is doomed not to be believed. This should be a "doom and gloom" type of oracular saying, such as "the world will end in sand". Depending on the style of the game world this might be something 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.

Divine Brand

Publisher: Trailseeker.

You carry the mark of your patron visibly on your body. This is not a very severe curse, but the benefits are not spectacular either

You must have a patron to have this curse. You carry a mark or brand on your body with your patron's holy (or unholy) symbol. You cannot conceal this mark; it shines through whatever clothes you carry and in all forms you assume. Invisibility causes it to disappear along with you. This mark functions as a holy symbol for your patron. It also gives you a -10 penalty on Bluff and Diplomacy checks against those who oppose your patron and a -10 penalty on all Disguise checks.

At level 5, you gain a +4 sacred bonus on Diplomacy checks against worshipers of your patron, even lay worshipers who just attend church without much devotion.

At level 10, your divine brand can glow (as a light spell) at will. Activating or deactivating this light is a free action.

At level 15, you gain a +4 sacred bonus on Diplomacy checks against those who share an alignment aspect with your patron, either on the law/chaos or good/evil axis.

Forthright

Publisher: Trailseeker.

You are compulsively honest and direct.

You cannot lie or dissemble. If asked a question and not prevented from answering (a simple say-so from your friends suffices), you will give a honest and exhaustive answer. If an ally of yours tells what you know is a lie, listeners 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, add zone of truth to your list of spells known. You gain a +4 bonus to Intimidate checks.

At 10th level, your zone of truth 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.

At 15th level, add true seeing to your list of spells known. You are continuously surrounded by a 30 ft. radius aura that works as zone of truth Heightened to the highest level spell you can cast.

Grotesque

Publisher: Trailseeker.

You are an oddity, grotesque in appearance, with traits that are just wrong or belong to another type of creature entirely.

You have one or more physical deformities, that clearly mark you as different. Often this is an animal part in place of an ordinary body part, but sometimes the replacement part is monstrous, appears flayed, is twisted, missing, or is otherwise alien. While clearly noticeable, this body part 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 10 ft.

At 5th level, add the following spells to your spell list and known spells as oracle spells of the given level: feather step (1st) and animal aspect (2nd).

At 10th level, add countless eyes (3rd) and monstrous physique III (5th).

At 15th level, add dragon's breath (4th) and twin form (7th).

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. You need to abstain from touching and 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 make a melee touch attack to forcibly trigger this effect. If you run out of spell slots, touching you inflicts one point of Charisma damage instead. You can only lose one spell slot each round in this fashion.

A living creature that touches you as outlined above is healed of your caster level hit points. 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 benefit yourself in this fashion, but you can deliberately touch another to give them the benefit as a move action. When you touch another to deliver a touch spell this ability does not trigger. Creatures whose space you move into are not healed.

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.

Leper

Publisher: Trailseeker.

You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be such things as severe albinism or psoriasis, running sores, and similar horrid-looking ailments. This condition is not contagious or debilitating, but looks obviously unhealthy. Most creatures have a base attitude of hostile towards you (see Diplomacy), avoid you and either throw you out, bully you, or treat you as if you weren't there. If they agree to trade, they generally charge 200% cost for most goods and services, and a staggering 500% for personal services and housing. Most creatures will not bye anything from you at any price. The best recourse is to trade only through friends, but even then the price of personal services and housing remains the same. This does not directly affect social skills, you can still use social skills normally, but an improved base attitudes always reverts to hostile in a week.

Obviously, not all groups of creatures will react the same. Dwarfs might tolerate what elves do not. But the majority of creatures in the campaign will have a strong negative reaction to you, with only occasional exceptions.

Being a leper only ever affects the attitude of groups of non-player characters. Player characters and individual NPCs are free to hold whatever attitude they want towards you, tough many will be influenced by public opinion, at least initially. 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.

Humans and members of your own race are unwilling to come close to you or interact for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Will 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 your protective revulsion 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 an attitude of helpful are immune, including all your members of your party.

At 5th level, all creatures of your type (usually all humanoids) avoid you as above.

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

At 15th level, all living creatures with an Intelligence of 2 or more avoid you as above.

Lychantropy

Psychography

Publisher: Trailseeker.

You are constantly writing messages from sources beyond your ken. This is related to the revelation automatic writing, but completely out of 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 strange text, 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—the can 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.

Solipsism

Publisher: Trailseeker.

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 except as noted in this curse. All spells and supernatural powers used against you have a 50% chance to fail. This does not apply to spells you cast on yourself, but does apply to spells cast by allies. You can focus on reality to suppress this ability for one round as a move action, allowing you only a standard action that round. This makes it easier for allies to assist you.

At 5th level, all exceptional abilities and physical attacks against you have a 50% chance to fail. This is not concealment.

At 10th level, you can focus on reality and suppress this ability for one round as a swift action. This allows you to act normally for that round, but also negates the protection offered by this ability.

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. You can use this a number of rounds each hour equal to your Charisma bonus, these rounds need not be consecutive.

Somnambulism

Publisher: Trailseeker.

You walk around when sleeping, and may fall asleep when walking around.

The line between being asleep and awake is not at all clear to you. You suffer bouts of somnambulism both when asleep and awake. Whenever you roll a "1" on a d20 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.

When you fall asleep, roll 1d20. This is the number of hours you will sleep before somnambulism strikes—if you wake up before sleeping this many hours, there is no episode. A sleeping bout of somnambulism lasts for 1-6 minutes, during which you move at half speed in the same randomly determined direction each round. If you are awakened while sleepwalking, you are confused for one round per minute (or fraction thereof) remaining on the somnambulism episode.

You learn lesser confusion as a 1st level oracle spell. 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, tough you are denied your Dexterity bonus to Armor Class.

At 5th level you get to roll the effect of confusion effects twice, and pick one result of your choice. This applies both when you are affected by confusion and when you use it on others.

At level 10 you no longer provoke attacks of opportunity for moving out of an enemy's threatened area, asleep or awake. You learn confusion as a 5th level oracle spell.

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 at normal speed and perform any necessary actions to facilitate your passage while sleepwalking. You can use this ability at will, but can only specify one destination per day, resuming sleepwalking to this location as desired.

Stigmata

Publisher: Trailseeker.

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

Any time you take more than one standard or move action in a round, you start to bleed. You take 1 hp of damage per round of bleeding. At level 5 and every 5 levels thereafter, the amount of bleed increases by 2, until level 15 where it ceases to do you damage. 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 have gained a tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as torture or a symbol of pain or other effects especially noted to cause pain or with the [pain] descriptor).

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, add symbol of pain to your list of spells known. This is not an evil spell for you.

At 15th level, any bleeding from your stigmata is purely cosmetic—it no longer inflicts damage on you.

Temptation

Publisher: Trailseeker.

You are constantly tempted by sacrilegious voices. If you ever give in to your tempters and radically change your alignment, they may encourage this development and change into the voices curse, or they may 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 have steeled yourself against acting on the impulse of your temptation, strengthening your faith. You gain Bluff as a class skill.

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 have gain a +2 bonus on Sense Motive checks and Will saving throws.

At level 10 add discern lies and glibness (as a third level oracle spell) to your list of spells known.

At level 15, add arbitrament, blasphemy, dictum, holy word, and word of chaos to your list of known spells. You gain no protection against the possible negative effects of these spells.

Voices

Publisher: Trailseeker.

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 -2 on initiative checks and a a -5 penalty on Perception checks. The advice they give always follow the ideals of your faith, and they urge you to act piously. At least once per session, they should urge you to go to extreme lengths in pursuit of the ideals of your faith. You can role-play this, and the GM should voice this advice at least once per session. 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 immediately aware of your surroundings, taking a few rounds to take in a situation; they will not warn you if you are about to suddenly do something stupid or improper unless you ask. 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 extreme cases disagreement with your voices will cause you to lose access to your divine abilities for the rest of the day. They have a skill bonus in Knowledge (Religion) of 10 + your level. Conversing with your voices (and not merely listening) is a standard action.

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.

Unlife Curse

Your life is tied to negative energy in a strange perversion of the natural order of the world.

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.

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 your oracle 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).

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