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 represent your patron's worldly side, becoming a great hero and exemplar of your patron in the normal world. You gain abilities that lets you replicate the deeds of other adventuring roles, gaining great worldly prowess as you follow this vision.

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.

  • 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 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.
  • 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.
  • Heroic 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.
  • 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).
  • Martial Hero: You gain proficiency and Weapon Focus in the favored weapon of your patron (if you have one) and learn one combat feat. At level 1, you gain a +1 bonus to hit and damage with this weapon and with either one other weapon of your choice or with unarmed attack. 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).
  • Tough Hero: 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.
  • 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.
  • 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.

Passion

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

Skills: An oracle with the emulation mystery adds Knowledge (Local), (Int), Intimidate (Cha), 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), Greater Serenity (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).

Revelations

  • Adoration (Sp): As a free action outside your turn, 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 use the ability after you know if the attack hit, and it even works against a critical hit. 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 your Charisma modifier. This is an emotion, mind-affecting effect.
  • Alienation (Sp):' You can cast either envious urge or overwhelming grief with a standard action. 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. There is a Will save to negate this affect, with a DC of 10 + ½ your oracle level + your Charisma modifier. A target receives a new saving throw to break the effect each round. A creature that has saved against this effect becomes immune to your use of it for 24 hours. This is a mind-affecting emotion effect.
  • 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 (GM’s choice). The creature receives a new saving throw to break the effect each round after the first. 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 emotion effect.
  • Bacchanalia (Sp): You can cast lesser confusion at will. At level 7, you can cast confusion once per day. You can cast confusion' an additional time per day for every 4 levels after level 7. The Will save to negate this has a DC of 10 + ½ your oracle level + your Charisma modifier.
  • Embrace the Stone (Su): You have the ability to excite even those normally unaffected by mind-affecting and/or emotion effects. At level 1, you can affect undead. At level 4, you can affect vermin, plants, and oozes. At level 8, you can affect constructs. At level 12 you can affect any mindless creature (those with an Intelligence score of zero).

At level 16, 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 spells with the Emotion quality.

  • Lust (Sp): As a standard action you can use unnatural lust. 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 to negate this affect, with a DC of 10 + ½ your oracle level + your Charisma modifier. Those who fail receive a new saving throw each round after the first. A creature that has saved against this effect becomes immune to your use of it for 24 hours. This is a mind-affecting emotion effect. You decide who is the target of the unnatural lust with each use of this power; this can be either a specific object or creature (often yourself) or the closest creature of a type you specify, such as "The closest humanoid of the opposite gender".
  • Mercy (Sp): You can use either compassionate ally or agonizing rebuke with a standard action. 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 receive a Will save to negate this affect, with a DC of 10 + ½ your oracle level + your Charisma modifier. Those who fail get a new saving throw to break the effect each round. A creature that has saved against this effect becomes immune to your use of it for 24 hours. This is a mind-affecting emotion effect.
  • Perfection and Rejection (Sp): You can use either reckless infatuation, smug narcissism, or unadulterated loathing with a standard action. 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 6 and one additional use per day for every 4 levels thereafter. At level 6, you can create an emanation of 30 ft. radius, centered on you. At level 12, you can create an emanation at a range of 100 ft. Targets receive a Will save to negate this effect, with a DC of 10 + ½ your oracle level + your Charisma modifier. Those affected gain a new saving throw to break the effect each hour, or when the effect would force them into mortal danger. A creature that has saved against this effect becomes immune to your use of it for 24 hours. This is a mind-affecting emotion effect.
  • Release Passion (Sp): 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 unfriendly become hostile, those who are neutral become friendly. All creatures in the area also suffer a -4 penalty on Will saves against emotion effects and Diplomacy and Intimidate attempts against them get a +4 circumstance bonus. At first level, you can affect a single creature with release passion, 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 8 levels thereafter. At level 8, you can create an emanation of 30 ft. radius, centered on where you stand when you use the effect. At level 16, you can create an area at a range of 100 ft. The duration is one minute/level in all cases.

Final Revelation

At level 20, once per day as a standard action, you can create an aura around yourself that imbues a revelation you know; alienation, lust, mercy, or perfection and rejection. This aura has a radius of 30 ft, and each round you can use the selected revelation against any or all of the creatures inside the aura as a free action. This aura lasts for one round per level.

Oracle Curses

These curses are common visionary afflictions in myth and fiction.

Automatic Writing

You are constantly writing messages from sources beyond your ken.

Your hand moves by itself, writing messages or strange text, especially in times of crisis. If you have no writing implement, you will mimic writing. One of your hands must constantly be reserved for this and cannot be used to hold a weapon, shield, holy symbol, or other equipment-it can still be used for somatic spell components. You can write in any language, 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 issue, you gain a +4 circumstance bonus on any one Knowledge check, and can retry a failed knowledge check.

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.

Choreomania

You suffer bouts of compulsive, ecstatic dancing.

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 your Charisma bonus (if any) as a dodge bonus Armor Class and CMD. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also loses this bonus. This makes you a sort of intuitive practitioner of Way of Life martial arts.

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. You gain Blind Fighting as a bonus feat.

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.

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, people who saved against your previous use of it must still save again but those who previously failed are still considered to have failed. 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.

GM and player is encouraged to work out some oracular visions your character has and which are doomed not to be believed. This should not be the kind of specific predictions generated by spell, but more of a "doom and gloom" type of oracular saying, such as "the world will be devoured by winter" or "the elves will betray us". Some disbelieved oracles are heard and 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 chose to believe you, they suffer a -20 modifier on Charisma checks and skills to convince others of the validity of your visions.

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. They have a skill bonus in Know (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 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.

See Also