Oracle (Apath)

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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: Magic weapon (2nd), Align weapon (4th), Channel vigor (6th), Greater magic weapon (6th), Divine power (8th), Plane shift (10th), Word of recall (12th), Divine vessel (16th), Gate (18th).

Revelations

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

  • Primary Resistance: 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 to electricity. 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.
  • Secondary Resistance: Choose two types of damage (acid, cold, electricity, fire, sonic). If you have greater resistance, you cannot choose the same type of damage again. You receive resistance 5 against these types of damage. At level 5, this resistance increased to 10. At level 11, this resistance increases to 15. At level 17, this resistance increases to 15.
  • Health: 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.
  • Physical resistance: You gain DR 5/Magic. This damage resistance increases to 10/Magic at level 14. You must be at least level 7 to take this revelation.
  • Darkvision: You gain Darkvision 30 ft. This adds to any darkvision you already have. At level 7, you gain an additional 30 ft. of range for your darkvision. At level 14, you gain an additional 30 ft. of darkvision.
  • Raptor vision: You are immune to dazzle or blinding light. At level 7, reduce range penalties on visual Perception rolls to -1 per 100 ft. At level 14, reduce the penalty on visual perception checks to -1 per 100 yards.
  • Telepathy: 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 this, transcends language barriers, letting you communicate with any creature that has a language. At level 14, the range is 100 ft.
  • Natural weapons. You gain 2 claw attacks for 1d4 damage (primary) and one bite attack for 1d6 (secondary) (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. You can continue to use your hands normally. 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.
  • Wings. 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 can fly with no time limit.
  • Physical revelation: 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. This stacks with any natural armor you already have.

Final Revelation

You can use greater teleport at will as a spell-like ability, but can only teleport yourself and up to 50 lbs. of gear.

Hero Quest

You mystically emulate the legends of your divine patron and his favored heroes and servants. This leads you to re-do the heroic quests that led them to ascend to their current position, but in the context of your own time and age. You gain abilities that lets you replicate the deeds of your forebears, gaining great worldly prowess as you follow this vision, emulating your patron's path to glory.

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

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

Revelations

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

  • Health: 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.
  • Martial Hero: You gain proficiency and Weapon Focus in the favored weapon of your patron. At level 4, you gain a +1 bonus to hit and damage with your patron's favored weapon. This bonus increases by +1 every 4 levels (+2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20).
  • Tough Hero: You gain proficiency with heavy armor and a +1 bonus on Fortitude saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels thereafter.
  • Agile Hero: 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.
  • Arcane Hero: You gain Knowledge (Arcane) (Int) as a class skill. Add the following spells to your spells list at the indicated levels. You must still select these spells using your 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.
  • Trickster Hero: 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.
  • Explorer Hero: 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.
  • 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).
  • Wandering Hero. Increase your base speed by 10 feet.

Final 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.

Love

This is still a work in progress.

Love and lust are a primal, unfulfilled needs in the universe.

Skills: An oracle with the emulation mystery adds Knowledge (Local), (Int), Knowledge (Nobility), (Int), Linguistics (Int), and Perform (Cha) to her list of class skills. Certain revelations add to the list of class skills.

Bonus Spells: Tap Inner Beauty (2nd), Trail of the Rose (4th), Sacred Bond (6th), Sending (8th), Dream (As a 5th level oracle spell) (10th), Heroes' Feast (12th), Waves of Ecstasy (14th), Euphoric Tranquility (16th), Overwhelming Presence (18th).

Revelations

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect, with a DC of 10 + ½ your oracle level + your Charisma modifier. You can use the ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Anything to Please (Su): 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 for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. This is a mind-affecting effect.

Final Revelation

Oracle Curses

These curses are common visionary afflictions in myth and fiction.

Choreomania

You suffer bouts of compulsive dancing, that become more powerful as your vision grows stronger.

You must dance when praying for spells, and your spells suffer from arcane spell failure if you wear armor or shields. All your oracle spells have somatic component, and you cannot use the Still Spell metamagic with them. Acrobatics and Perform (dance) are class skills for you. You get to add 1 point of Charisma bonus (if any) per oracle class level to your Dexterity bonus to modify Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also loses this bonus.

At 5th level, You gain Mobility and Sidestep as a bonus feats.

At 10th level, you gain uncanny dodge. You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. An oracle with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

At 15th level, add irresistible dance to your list of known spells as a 7th level oracle spell.

Deluded

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

All targets have concealment from you; this makes you suffer a 20% miss chance on attacks and allows others to use Stealth against you, even in plain sight. Add silent image to your list of spells known.

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 shadow conjuration (greater), and shadow evocation (greater) to your list of spells known. Note that you cannot actually cast shadow evocation (greater) until level 16.

Disbelieved

No matter what you say, people will not take your words to heart, and your predictions go unheard. Some disbelieved oracles are heard by their closest friends; for other players, it is a role-playing decision whether to believe you or not.

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

At 15th level, you can use your sanctuary spell-like ability as a swift action, renewing the protection each round. People who saved against your sanctuary must still save again if you re-cast it. Add commune to your list of spells known.

Stigmata

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

Any time you take damage (even nonlethal damage) you start to bleed. You take 1 hp of damage per round of bleeding. Several damaging attacks do not increase the bleeding. The bleeding can be staunched as a standard action with a DC 15 Heal check or any ability that restores hit point damage. You have a tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as that caused by symbol of pain or other effects especially noted to cause pain) and gives you damage reduction 5/— against nonlethal damage.

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 bat swarm, stirge, or vampire's bite) 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. You also become immune to pain spells and effects and gain damage reduction 10/— against nonlethal damage.

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

Voices

You hear incorporeal voices speaking to you.

You are constantly surrounded by a choir of voices that advice and lead you. These voices are distracting (-5 on Perception checks and -2 on initiative 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. While you are conversing with your voices and not merely listening, you are dazed. The advice of the voices gives you a +4 bonus on saving throws against charm and language-dependent effects.

At level 5 you can ask the voices for advice. They have a skill bonus in Know (religion) of 10 + your level. You gain a +4 bonus on saving throws against all mind-affecting effects (this does not stack with the level 1 ability above).

At level 10 the voices help you control yourself. You can make one additional saving throw each round to break out of a lasting mind-affecting effect that allows a saving throw. While under a mind-effecting effect that would make you act contrary to your ideals, you are dazed (in addition to whatever the effect does) which generally prevents you form acting impiously.

At level 15, you can use commune at will as a spell-like ability. Doing so takes 10 minutes of intense communion with your voices. You no longer suffer a penalty on initiative checks.

See Also