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).

Ascension 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. 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 Ascension 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.

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 manifestations of force, the direct intervention of divine will. This revelation is very alignment-dependent and is less rewarding for oracles of neutral alignments.

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

Some powers of this revelation have a variable effect depending on the alignment of targets relative to yours. A creature has an opposing alignment if it has the opposite alignment from you on either the law/chaos or good/evil axis. A creature has a shared alignment if it does not have an oppose alignment, and it shares at least one aspect of its alignment (law/chaos or good/evil) with you. Other creatures are those that are neither opposed or shared in alignment. Neutral alignments are neither opposed nor aligned with other neutral alignments in this.

Albrecht is a 7th level lawful good oracle. Creatures that are chaotic or evil are of an opposed alignment. Creatures that are LG, NG, or LN are of a shared alignment. While creatures that are LE or CG also share an alignment with Albrecht, creatures of opposing alignment are never of a shared alignment.

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

  • 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. 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.
  • 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.
  • Blast Infidel (Sp): You blast the enemies of your alignment. This has full effect on those of opposite alignment. Creatures of shared alignment are not affected at all. Other creatures 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.
    Albrecht is a 7th level lawful good oracle with this revelation. He inflicts 4d6 force damage and 1 round of blindness, at will on touch. Once per day he can blast all infidels in a 30 ft. radius around himself. Creatures that are chaotic or evil are of opposed alignment and suffer the full effect. Creatures that are LG, NG, or LN of a shared alignment and thus immune. Creatures of other alignments automatically succeed on their saving throws.
  • 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.
  • Divine Radiance: 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. 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 opposed-alignment creature 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.
  • 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.
  • 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.
  • Mandorla (Su): You conjure an aura that grants you a +4 armor bonus but inflicts a -2 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.
  • Vision (Sp): You can scry by gazing into the distance, as if using the spell 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.
  • Suppress Radiance (Su): You can suppress the radiance from your force effects, making them invisible. A mandorla rendered invisible has no Stealth penalty. Suppressing radiance is a free action and it can be used ten minutes per level per day. This time need not be continuous, but must be spent in 10-minute intervals.
  • 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 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.

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.

Celestial

You have visions of the higher planes, but need not be either good or evil. An evil celestial oracle can be an important deciding factor in a conflict between evil outsiders.

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), tounges (8th) dispel evil (10th), brilliant inspiration (12th), holy sword (14th), holy aura (16th), gate (18th).

Celestial Revelations

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  1. Celestial Secrets (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of good outsiders.
  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. Overcoming Ethics (Su): You are freed of any ethical repercussions of your divine powers. You can cast spells with the [Good] 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, and like most spell-like abilities this never requires a material component. This revelation is useful mainly to evil characters.
  6. Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain either 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-, Charisma-, 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 shining 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 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.
  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 calm the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground into normal ground for 1 round per level. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls are 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, birdlike 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 increases to +8 on Intimidate checks. 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.

Great Work

The Great Work is a process started by the dwarfs of Ulek and the Lortmils, but over time it has begun to involve more and more people, mainly humans and gnomes but also some 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 the gods Myrlund, Dumathoin, and Moradin.

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

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

Great Work Revelations

  1. Artificer's Traps (Sp): Add mending to your list of known spells. 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 medium armor. 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 (if possible). 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 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/oracle 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).
  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 for 4 rounds. 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, or Leaping Shot Deed, Secret Stash Deed, and Signature Deed to the list. You also have 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 simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. 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.
  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 Fire (Su): As a swift action, you can manifest a pair of fiery 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. 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, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), 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's worldly side, becoming a great hero and exemplar of your patron in the material world. You gain powers allowing you to emulate the abilities of other classes with this vision.

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 even 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. 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 at 3rd, 7th, 11th, and 15th level.
  4. Explorer Hero (Ex): Gain Knowledge (Geography) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  5. 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.
  6. 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).
  7. Martial Hero (Ex): 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).
  8. 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.
  9. 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.
  10. Wandering Hero (Ex): Increase your base 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, Intimidate, Knowledge (nobility), and Survival 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. Dread Resilience (Ex): You have been hardened by exposure to the otherworldly energies of hell, and you just keep getting tougher. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four oracle levels gained thereafter. You must be at least 9th level to select this revelation.
  3. Hellforged Weapons (Su): Your understanding of the powers that move 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.
  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. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Unearthly Terrain (Su): You can twist the material world into the bars and barriers of hell. As a standard action, you can turn one 20-foot square into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  10. 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 bonus increases to +8 on Intimidate checks. 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.

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. 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. 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. You do not need to meet the prerequisite to gain this feat.
  4. 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 do this even when you'd otherwise be prevented from acting.
  5. 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.
  6. 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.
  7. 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.
  8. 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. You must be at least 7th level to select this revelation.
  9. Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. 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.
  10. 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 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 this revelation.
  11. 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, you gain the aquatic subtype, but suffer no ill effects on land. At level 9 you are immune to the effects of extreme depth and to cold damage from exposure to water. At level 13 your swim speed increases by 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 obvious if you know what to look for. You can also 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.

Passion

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

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

Passion Revelations

  1. Adoration (Sp): 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. This is not an action, but you can only use the ability a number of times per day equal to your Charisma modifier. This is an emotion, mind-affecting effect.
  2. 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.
  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 (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.
  4. 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.
  5. 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.
  6. 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. 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".
  7. 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.
  8. 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.
  9. 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 Passion Revelation

At level 20, at will as a standard action, you can create an aura around yourself that imbues a revelation you know; alienation, lust, mercy, orperfection and rejection. This aura has a radius of 30 ft, and each round on your turn 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 point of Charisma modifier, but if you project a new aura any previous projected aura is negated - but any lingering effects remain.

Oracle Curses

These are common afflictions for visionaries in myth and fiction.

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. You must move at least 5 ft. in each round before casting a spell. 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 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.

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 as a first level oracle spell. You gain Blind Fighting as a bonus feat.

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 as oracle spells of their sorcerer spell level. 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 as oracle spells of their sorcerer spell level. Note that you cannot actually cast shadow evocation (greater) until level 16.

Divine Brand

You carry the mark of your patron visibly on your body.

You must have a patron to have this curse. You carry a mark or brand on your body with your patron's holy symbol. You cannot conceal this mark; it creates an image of itself on top of 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, and you can use it as a divine focus. 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 +2 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 move 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.

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 too suffer a -20 modifier on Charisma checks and skills to convince others of the validity of your visions.

Forthright

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. 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.

Psychography

You are constantly writing messages from sources beyond your ken. This related to the revelation of Automatic writing, but the two can still be taken on the same character.

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.

Somnambulism

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 not end movement in an occupied space. If somnambulism moves you into impassible terrain (such as a wall) you instead move along the edge of the terrain.

While 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 spell 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 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.

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, asleep or awake, even when moving trough enemy spaces. 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 asleep - you can only walk at normal speed and perform any necessary actions to facilitate your passage while sleepwalking. You can use this ability at will and can wake up as a standard action.

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).

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.

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.

External Links

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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).

Ascension 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. 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 Ascension 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.

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 manifestations of force, the direct intervention of divine will. This revelation is very alignment-dependent and is less rewarding for oracles of neutral alignments.

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

Some powers of this revelation have a variable effect depending on the alignment of targets relative to yours. A creature has an opposing alignment if it has the opposite alignment from you on either the law/chaos or good/evil axis. A creature has a shared alignment if it does not have an oppose alignment, and it shares at least one aspect of its alignment (law/chaos or good/evil) with you. Other creatures are those that are neither opposed or shared in alignment. Neutral alignments are neither opposed nor aligned with other neutral alignments in this.

Albrecht is a 7th level lawful good oracle. Creatures that are chaotic or evil are of an opposed alignment. Creatures that are LG, NG, or LN are of a shared alignment. While creatures that are LE or CG also share an alignment with Albrecht, creatures of opposing alignment are never of a shared alignment.

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

  • 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. 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.
  • 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.
  • Blast Infidel (Sp): You blast the enemies of your alignment. This has full effect on those of opposite alignment. Creatures of shared alignment are not affected at all. Other creatures 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.
    Albrecht is a 7th level lawful good oracle with this revelation. He inflicts 4d6 force damage and 1 round of blindness, at will on touch. Once per day he can blast all infidels in a 30 ft. radius around himself. Creatures that are chaotic or evil are of opposed alignment and suffer the full effect. Creatures that are LG, NG, or LN of a shared alignment and thus immune. Creatures of other alignments automatically succeed on their saving throws.
  • 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.
  • Divine Radiance: 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. 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 opposed-alignment creature 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.
  • 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.
  • 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.
  • Mandorla (Su): You conjure an aura that grants you a +4 armor bonus but inflicts a -2 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.
  • Vision (Sp): You can scry by gazing into the distance, as if using the spell 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.
  • Suppress Radiance (Su): You can suppress the radiance from your force effects, making them invisible. A mandorla rendered invisible has no Stealth penalty. Suppressing radiance is a free action and it can be used ten minutes per level per day. This time need not be continuous, but must be spent in 10-minute intervals.
  • 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 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.

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.

Celestial

You have visions of the higher planes, but need not be either good or evil. An evil celestial oracle can be an important deciding factor in a conflict between evil outsiders.

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), tounges (8th) dispel evil (10th), brilliant inspiration (12th), holy sword (14th), holy aura (16th), gate (18th).

Celestial Revelations

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  1. Celestial Secrets (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of good outsiders.
  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. Overcoming Ethics (Su): You are freed of any ethical repercussions of your divine powers. You can cast spells with the [Good] 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, and like most spell-like abilities this never requires a material component. This revelation is useful mainly to evil characters.
  6. Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain either 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-, Charisma-, 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 shining 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 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.
  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 calm the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground into normal ground for 1 round per level. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls are 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, birdlike 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 increases to +8 on Intimidate checks. 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.

Great Work

The Great Work is a process started by the dwarfs of Ulek and the Lortmils, but over time it has begun to involve more and more people, mainly humans and gnomes but also some 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 the gods Myrlund, Dumathoin, and Moradin.

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

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

Great Work Revelations

  1. Artificer's Traps (Sp): Add mending to your list of known spells. 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 medium armor. 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 (if possible). 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 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/oracle 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).
  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 for 4 rounds. 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, or Leaping Shot Deed, Secret Stash Deed, and Signature Deed to the list. You also have 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 simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. 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.
  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 Fire (Su): As a swift action, you can manifest a pair of fiery 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. 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, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), 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's worldly side, becoming a great hero and exemplar of your patron in the material world. You gain powers allowing you to emulate the abilities of other classes with this vision.

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 even 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. 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 at 3rd, 7th, 11th, and 15th level.
  4. Explorer Hero (Ex): Gain Knowledge (Geography) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  5. 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.
  6. 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).
  7. Martial Hero (Ex): 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).
  8. 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.
  9. 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.
  10. Wandering Hero (Ex): Increase your base 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, Intimidate, Knowledge (nobility), and Survival 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. Dread Resilience (Ex): You have been hardened by exposure to the otherworldly energies of hell, and you just keep getting tougher. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four oracle levels gained thereafter. You must be at least 9th level to select this revelation.
  3. Hellforged Weapons (Su): Your understanding of the powers that move 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.
  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. 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.
  6. 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.
  7. 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.
  8. 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.
  9. Unearthly Terrain (Su): You can twist the material world into the bars and barriers of hell. As a standard action, you can turn one 20-foot square into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  10. 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 bonus increases to +8 on Intimidate checks. 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. You do not need to provide 10,000 gp in offerings to call a devil, 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.

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. 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. 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. You do not need to meet the prerequisite to gain this feat.
  4. 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 do this even when you'd otherwise be prevented from acting.
  5. 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.
  6. 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.
  7. 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.
  8. 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. You must be at least 7th level to select this revelation.
  9. Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. 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.
  10. 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 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 this revelation.
  11. 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, you gain the aquatic subtype, but suffer no ill effects on land. At level 9 you are immune to the effects of extreme depth and to cold damage from exposure to water. At level 13 your swim speed increases by 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 obvious if you know what to look for. You can also 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.

Passion

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

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

Passion Revelations

  1. Adoration (Sp): 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. This is not an action, but you can only use the ability a number of times per day equal to your Charisma modifier. This is an emotion, mind-affecting effect.
  2. 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.
  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 (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.
  4. 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.
  5. 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.
  6. 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. 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".
  7. 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.
  8. 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.
  9. 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 Passion Revelation

At level 20, at will as a standard action, you can create an aura around yourself that imbues a revelation you know; alienation, lust, mercy, orperfection and rejection. This aura has a radius of 30 ft, and each round on your turn 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 point of Charisma modifier, but if you project a new aura any previous projected aura is negated - but any lingering effects remain.

Oracle Curses

These are common afflictions for visionaries in myth and fiction.

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. You must move at least 5 ft. in each round before casting a spell. 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 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.

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 as a first level oracle spell. You gain Blind Fighting as a bonus feat.

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 as oracle spells of their sorcerer spell level. 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 as oracle spells of their sorcerer spell level. Note that you cannot actually cast shadow evocation (greater) until level 16.

Divine Brand

You carry the mark of your patron visibly on your body.

You must have a patron to have this curse. You carry a mark or brand on your body with your patron's holy symbol. You cannot conceal this mark; it creates an image of itself on top of 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, and you can use it as a divine focus. 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 +2 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 move 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.

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 too suffer a -20 modifier on Charisma checks and skills to convince others of the validity of your visions.

Forthright

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. 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.

Psychography

You are constantly writing messages from sources beyond your ken. This related to the revelation of Automatic writing, but the two can still be taken on the same character.

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.

Somnambulism

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 not end movement in an occupied space. If somnambulism moves you into impassible terrain (such as a wall) you instead move along the edge of the terrain.

While 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 spell 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 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.

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, asleep or awake, even when moving trough enemy spaces. 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 asleep - you can only walk at normal speed and perform any necessary actions to facilitate your passage while sleepwalking. You can use this ability at will and can wake up as a standard action.

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).

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.

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.

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