Difference between revisions of "Oracle (Apath)"

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=== Animal Transformation ===
 
=== Animal Transformation ===
''Are you a small animal miraculously transformed or the other way around?   
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''Are you a humanoid miraculously transformed into a small animal or the other way around?   
  
 
In situations of high stress you transform into a small animal. When you take this curse, pick any animal that can be a [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar wizard's familiar]. You transform into this shape, as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape II]'' (sp). You have no control over this transformation.
 
In situations of high stress you transform into a small animal. When you take this curse, pick any animal that can be a [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar wizard's familiar]. You transform into this shape, as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape II]'' (sp). You have no control over this transformation.

Revision as of 12:03, 4 July 2016

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Unofficial rules compendium

Some new options for the oracle class.

Cleric Spell List Additions

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

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

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

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

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

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

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

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

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

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

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

Oracle Mysteries

New manifestations of the oracle's power.

Ascension

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

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

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

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

  1. Darkvision (Su): You gain darkvision 60 ft. This does not add to any darkvision range you already have. At level 7, you gain an additional 30 ft. of range for your darkvision that stacks with any type of darkvision you have. At level 14, you gain yet an additional 30 ft. of darkvision.
  2. Elemental Attack (Su): You can fire a ray of elemental energy from your eyes. This is a ranged touch attack with a range increment of 50 ft. that inflicts 1d10 damage + your Charisma modifier. The damage type matches any of your primary or secondary resistances, your choice when you use the attack. If you have neither it does fire damage. You can use this attack once per day per class level. At level 7, you can use it at will.
  3. Health (Su): You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  4. Natural Weapons (Su): You gain 2 primary primary claw attacks for 1d4 damage and one primary bite attack for 1d6 (d3/d4 for a Small oracle). At 7th level, this damage increases to 1d6 (claw) and 1d8 (bite) (d4/d6 for a Small oracle). At level 14, it increases again to 1d8 (claw) and 2d6 (bite) (d6/d8 for a Small oracle). If used along with weapons, these natural attacks are all secondary attacks. Your hands must be free to use claw attacks. These natural weapons are treated as both manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  5. Physical Resistance (Su): You gain DR 5/Magic. This damage resistance increases to 10/magic, 10/good, or 10/evil (your choice) at level 14. To select good or evil, you must be of the opposing alignment. You must be at least level 7 to take this revelation.
  6. Physical Revelation (Su): Your body permanently changes to look more like that of a divine servant. Typical examples is an animal-headed human or a statue-like shape. Any resistances you have affect your shape, making you appear imbued with the elements you are resistant against. The exact details are up to you, but you certainly stand out in a crowd. Your physical revelation grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, you gain wings and a fly speed of 40 ft. (good) and Fly becomes a class skill for you. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  7. Primary Resistance (Su): Choose one type of elemental damage (acid, cold, electricity, 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.
  8. Raptor Vision (Su): You are immune to dazzle or blinding light and never suffer the dazzled condition. At level 7, reduce the DC increase due to range on visual Perception rolls to -1 per 30 ft. At level 14, reduce the DC increase to -1 per 100 ft.
  9. Secondary Resistance (Su): Choose two types of energy (acid, cold, electricity, fire, sonic). If you have primary resistance, you cannot choose the same type of damage again. You receive resistance 2 against these types of damage. At level 5, this resistance increased to 5. At level 10, this resistance increases to 10. At level 15, this resistance increases to 15.
  10. Telepathy (Su): You can converse with creatures within 30 ft. using non-verbal means, but you must still share a language with them to communicate more than base emotions. At level 7, the range is 100 ft. At level 14 this transcends language barriers, allowing you to communicate with any creature that has a language.
  11. Wings (Su): You grow or dismiss wings as a swift action and can levitate, rising or lowering yourself by 20 feet as a move action. At 7th level, you can use the wings to fly at a rate of 60 feet (poor), but you can only maintain this flight for 1 minute per day per point of Constitution you possess. The duration does not need to be consecutive, but it must be spent in 1-minute increments. At 14th level, you gain fly 90 ft. (good) with no time limit.

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

Aureola

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

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

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

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

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

  1. Aura Weapon (Sp): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and made of force but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. The blade has the ghost touch quality and is indestructible, but can be dispelled or disarmed. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  2. Aural Block (Su): You gain a +2 shield bonus to armor class. This is force armor, and improves by +1 for every 4 levels (+2 at levels up to 3, +3 at levels 4-7, +4 at levels 8-11 and so on). You must have one hand free and cannot carry a shield or two weapons when using this ability, not can you use a weapon in two hands. You may momentarily use the off hand for things like somatic components or drawing and throwing a weapon in the same round. This ability counts as a shield to abilities that require a shield.
  3. Blast Infidel (Sp): You blast the enemies of your alignment. This has full effect on those who have an alignment opposed to yours, on either the law-chaos or good-evil axis. Creatures of your exact alignment are not affected at all. Creatures of other alignments automatically pass their saving throw. Blast infidel inflicts 1d8 force damage at level 1 and an additional die of damage for every two levels after level 1. At level 6, targets are also blinded for one round. At level 1w, 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 per six oracle levels. At level 6, you can create an emanation of 30 ft. radius, centered on you. At level 12, you can create a 20 ft. emanation at a range of 100 ft. Targets get a Will save for half damage and to negate any side effects, with a DC of 10 + ½ your oracle level + your Charisma modifier.
  4. Dark Aura (Sp): You gain a number of spell-like effects. You can use each effect once per day when you learn to use it. For every 4 levels after you gain each effect, you can use that effect an additional time per day. Level 1: darkvision. Level 4: darkness, Level 8: deeper darkness, level 12: shadow walk, level 16: power word: blind. Good oracles cannot select this revelation. See light aura below for an example of how the days per level works.
  5. Divine Radiance: (Sp) A divine radiance surrounds you, protecting you from attacks. At level 1 this protects from possession and mental influence, just as protection from evil does, but against all alignments. At level 4, you gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. This bonus increases by one for every 5 levels thereafter. At level 9, if an creature whose alignment is opposed to yours on either the law-chaos or good-evil axis, succeeds on a melee attack against you, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but the save DC is 10 + ½ your oracle level + your Charisma modifier. At level 14, you gain spell resistance 11 + level against opposed-alignment spells and spells cast by opposed-alignment creatures. Activating divine radiance is a free action and it can be used one minute per level per day. This time need not be continuous, but must be spent in 1-minute intervals.
  6. Heroic Shine (Su): As a move action, you can call upon extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.
  7. Light Aura (Sp): You gain a number of spell-like effects. You can use each effect once per day when you learn to use it. For every 4 levels after you gain each effect, you can use that effect an additional time per day. Level 1: light. Level 4: discovery torch, Level 8: daylight, level 12: sunbeam, level 16: sunburst. Evil oracles cannot select this revelation.
    Albrecht is an 8th level oracle. He can use light and discovery torch each 2/day and daylight once per day. At level 9, he'll be able to use light 3/day since it is now 8 levels since he gained that ability.
  8. Mandorla (Su): You conjure an aura that grants you a +4 armor bonus but inflicts a -4 penalty on Stealth checks. At 5th level, and every two levels thereafter, the armor bonus increases by +1. You can use this aura continuously or turn it on or off as a free action. This is force armor and protects from incorporeal touch attacks.
  9. Vision (Sp): You can scry by gazing into the distance, as if using scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.
  10. Suppress Radiance (Su): You can suppress the radiance from your force effects, making them invisible. A mandorla rendered invisible has no Stealth penalty. Turning the suppressed radiance on or off is a free action.
  11. Weapon Aura (Su): Pick one specific weapon. This weapon in transformed into pure force. It gains the ghost touch quality and becomes indestructible by normal means. It can be disintegrated, but this requires a caster level check against a DC of 11 + your class level. You can cause this weapon to appear or disappear as a free action. You can change which weapon this applies to as a 1-hour ritual, in which case the previous weapon is restored to how it was before you applied weapon aura. At level 7, you can apply this effect to two weapons simultaneously. At level 14, you can apply it to three weapons simultaneously. Shields count as weapons for this ability.

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

Celestial

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

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

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

Celestial Revelations

  1. Celestial Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain the mildly good-aligned planar trait for a number of rounds equal to your oracle level. Evil creatures in a good-aligned area take a –2 circumstance penalty on all Charisma-based checks. At 11th level, the infusion makes the area strongly aligned, which causes the –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that is not good (these penalties stack with those from the lower-level effect). You must be good to select this revelation.
  2. Celestial Secrets (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of outsiders of the good subtype.
  3. Celestial Weapon (Su): Your understanding of the powers that move through the celestial planes allows you to imbue weapons with the ability to penetrate 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.
  4. 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.
  5. Gift of Fortitude (Ex): You are filled with the health and vigor of the higher planes. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four oracle levels after level 9. You must be at least 9th level to select this revelation.
  6. Heavenly Meadows (Su): You soothe the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground into normal ground for 1 round per level. The DC of any Acrobatics, Clim, Escape Artist, or Swim checks required by the terrain is reduced by 20; if this reduces the DC below 10, such terrain has no adverse effect. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls, closed doors, and other impassible terrain is not affected. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  7. Overcome Alignment (Su): You are freed of any ethical repercussions of your divine powers. You can cast spells with any alignment descriptor, and it has no effect on your alignment. At level 7, you are constantly protected by undetectable alignment. At 14th level, you can use atonement as a spell-like ability once per day, this does not require a material component or focus and the subject need not "be truly repentant and desirous of setting right its misdeeds".
  8. Shining aura (Su): You surround yourself with a celestial aura that grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor also grants you DR 5/evil. You can use this revelation for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  9. Shooting Stars (Su): As a standard action, you can unleash a ball lightning that explodes in a 5-foot radius burst dealing 1d4 points of electric damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only save and take damage once.
  10. Spell Resistance (Ex): You gain SR equal to your oracle level + 5. You must be at least 11th level before selecting this revelation. When you are aware of a spell being cast on you, you can choose to not use your spell resistance without having to spend an action to suppress your spell resistance.
  11. 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.
  12. Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your oracle level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  13. Wings of Heaven (Su): You can manifest a pair of enormous angel wings that grant you a fly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 10th level, your speed increases to 90 feet, your maneuverability increases to good, and the bonus on Intimidate increases to +8. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.

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

Domain

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

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

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

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

  1. Domain Blessings and Powers (Sp, Su, or Ex): The domain oracle gains the powers and blessing of her domain, gradually gaining more abilities as she advances in level. Unless otherwise noted, activating a domain power or blessing is a standard action. A domain oracle can call upon the power of her blessings a number of times per day (in any combination) equal to 3 + 1/4 her oracle level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her daily limit. Any blessing or domain power normally based on Wisdom is instead based on Charisma for a domain oracle, and the saving throw DC of her blessings and domain powers is 10 + 1/2 her oracle level + her Charisma modifier. A complete listing of blessings can be found here: warpriest blessings and a complete list of domains can be found here: Domains. At first level, she gains the first level domain power of her domain and the minor warpriest blessing of her domain. At 5th level she gains all the domain powers of her domain, regardless of what level those abilities are normally gained at. At 10th level she gains the major warpriest blessing of her domain.
  2. Domain Immunity (Sp): You gain constant spell immunity against all spells on your domain spell list you are high enough level to cast. You can choose to let a spell affect you as a free action at the moment that spell is cast.
  3. Everlasting Enthusiasm (Ex): You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. If you pass a Will save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  4. Extra Blessings (Su): You can use your blessings 5 + your oracle level times per day. You must have the domain blessings and powers revelation to select this.
  5. Extra Domain Use (Su): You can use your domain powers twice as many times per day or rounds per day, as appropriate to each power. You must have the domain blessings and powers revelation to select this.
  6. Heightened Domain Spells (Ex): You automatically use Heighten Spell to increase the effective level of your domain spells to the highest level of spell you can cast. There is no increase in casting time or level of spell slot needed. You need not know the Heighten Spell feat to use this ability.
  7. Living Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  8. Sacred Weapon (Su): You gain Weapon Focus as a bonus feat and the warpriest's sacred weapon class feature.
  9. Spell-Like Domain Spells (Sp): You can cast spells on your domain list as if they were spell-like abilities. They still require spell slots, but have no components. Using such a spell-like ability is always a standard action. You cannot use spells with a material component costing 1gp or more with this ability.
  10. Story Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
  11. Will to Live (Ex): You may add your Charisma modifier instead of your Constitution modifier to Fortitude saving throws. If you pass a Fortitude save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  12. Zeitgeist (Ex): You may add your Charisma modifier instead of your Dexterity modifier to Reflex saving throws. If you pass a Reflex save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.

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

Enigmas

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

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

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

Doom Revelations

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

Final Enigmas Revelation (Sp) Your mind becomes an enigma, making you immune to mind-affecting and possession effects. You become immune to the mental prying of others, including the effects of divination spells such as detect thoughts and seek thoughts.

Doom

You have dire portents and visions of curses and trials. The doom expands the oracles visions, offering expanded mystery and curse options.

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

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

Doom Revelations

  1. Deeper Mysteries (Ex) You gain a new oracle mystery. You gain all the bonus spells of the mystery you have the level for and gain one of the mystery skills of the mystery as a n additional class skill. You can select revelations from this mystery when you gain a new revelation. You don't gain additional class skills or the final mystery.
  2. Deny Doom (Su): Once per day when you are the target of a spell, spell-like, or supernatural effect that allows no saving throw, you can make a Will saving throw to avoid the effect. The save DCs of spells and spell-like effects are calculated normally, the save DC of a supernatural effect is 10 + ½ the user's hit dice + the user's Charisma modifier. At level 13 you can use this twice per day.
  3. Doom of the World (Sp): The doom you carry is a natural part of the world. You can cast your mystery spells as if they were spell-like abilities. They still require spell slots, but have no components. Using such a spell-like ability is always a standard action. You cannot use spells with a material component costing 1gp or more with this ability.
  4. Doomed Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  5. Everlasting Enthusiasm (Ex): You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. If you pass a Will save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  6. Extra Curse: You select an additional oracle's curse. See also Apath oracle's curses. You gain all advantages and disadvantages of this curse. Each time you get to select a new revelation, you can change one of the oracle's curses you are suffering from for another. You can select this revelation multiple times.
  7. Fate (Ex): Fate saves you for greater things. You can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day, plus one additional time per day for every six oracle levels.
  8. Fortune (Ex): As an immediate action, you can allow a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature take the result of the reroll only if it’s better than the original roll. Once a creature has benefited from your fortune, it cannot be the target of this revelation again for 1 day.
  9. Misfortune (Ex): As an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature take the result of the reroll only if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
  10. Story Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
  11. Will to Live (Ex): You may add your Charisma modifier instead of your Constitution modifier to Fortitude saving throws. If you pass a Fortitude save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.
  12. Zeitgeist (Ex): You may add your Charisma modifier instead of your Dexterity modifier to Reflex saving throws. If you pass a Reflex save, you avoid all result of the effect you saved against, even if you would normally suffer a reduced result.

Doom Final Revelation (Su) As a standard action, you can turn on and off your oracle's curses. A curse that is deactivated in this manner has no effect on you, positive or negative. If you have more than one curse, you must always have to leave at least one curse active at all times.

Great Work

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

Publisher: Trailseeker.

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

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

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

Great Work Revelations

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

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

Hero Quest

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

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

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

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

  1. Agile Hero (Ex): You gain evasion. This lets you avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor and are not helpless. You also gain a +1 bonus on Reflex saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels thereafter.
  2. Arcane Hero (Ex): You gain Knowledge (Arcane) (Int) as a class skill. Add the following spells to your spells list at the indicated levels. You must still learn these spells using your normal allotment of spells known. Level: 0:-mage hand, prestidigitation, 1st—identify, mage armor, 2nd—magic missile, 3rd—arcane sight, 4th—diamond spray, 5th—dimension door, 6th—wall of force, 7th—spell turning, 8th—mage's sword, 9th—mage's disjunction.
  3. Explorer Hero (Ex): Gain Knowledge (Geography) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  4. Heroes' Companion (Ex): You gain the service of a faithful animal. You can select a druid's animal companion or wizard's familiar, using your oracle level as your effective druid or wizard level.
  5. Heroic Combat Style (Ex): You gain a modified version of the ranger's combat style ability. At 1st level you gain proficiency with a martial weapon appropriate to the style chosen. You gain bonus feats to choose from your combat style at 3rd, 7th, 11th, and 15th level. You do not need to meet the prerequisites of your combat style feats.
  6. Heroic Health (Ex): You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  7. Heroic Weapon Mastery (Ex): You gain proficiency and Weapon Focus in the favored weapon of your patron (if you have one) and in one additional simple or martial weapon. You can pick weapon focus in unarmed strike if you have the Improved Unarmed Strike feat. At level 1, you gain a +1 bonus to hit and damage with any weapon you have Weapon Focus with. This bonus increases by +1 every 4 levels after level 1 (+2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17).
  8. Loremaster Hero: Gain all Knowledge skills as class skills. You also gain a +1 bonus on all knowledge skills. This bonus increases by +1 at level 4 and every 4 levels thereafter (+3 at level 8, +4 at level 12, +5 at level 16, and +6 at level 20).
  9. Martial Hero (Ex): You gain proficiency with all martial weapons. At level 4, and every 6 levels thereafter, you gain a bonus combat feat. You must fulfill the prerequisites of these bonus feats.
  10. Tough Hero (Ex): You gain proficiency with heavy armor and tower shield and a +1 bonus on Fortitude saving throws. The saving throw bonus increases by one at level 4 and every 4 oracle levels.
  11. Trickster Hero (Ex): Gain Acrobatics (Int), Bluff (Cha), Disable Device (Dex), and Sleight of Hand (Dex) as class skills. Gain 1 additional skill point per level. If you take this revelation after level 1, you get skill points for previous levels retroactively to divide among the new class skills.
  12. Wandering Hero (Ex): Increase your base land speed by 10 feet.

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

Infernal

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

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

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

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

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

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

Lost Omens

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

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

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

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

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

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

Passion

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

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

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

  1. Adoration (Sp): You can attempt to thwart a melee or ranged attack or targeted effect aimed at you as an immediate action. This is a mind-affecting emotion effect. You use the ability before the attack is rolled. The creature attacking you receives a Will save to negate this effect, if the save fails the attack misses or the ability fails and a creature making the full-attack action cannot use any remaining attacks.
  2. Anything to Please (Sp): You can compel a creature 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 (your choice). The creature receives a new saving throw to break the effect each round after the first. At level 1 you can affect one creature by touch. At 7th level you can affect one target within 30 ft. At 14th level, you affect all targets within 30 ft. of you.
  3. Beauty's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: tap inner beauty (1st), demand offering (2nd), suggestion (3rd), nixie's lure (4th), feeblemind (5th), suggestion (mass) (6th).
  4. Embrace the Stone (Su): You have the ability to excite even those normally unaffected by mind-affecting and/or emotion effects. At level 7 you can affect undead. At level 10 you can overcome the resistance of mindless creatures and vermin, plants, oozes, and those under calm emotions. At level 13, you can affect constructs. At level 17, you can affect any creature that is immune to mind-affecting or emotion effects for any reason, including those protected by spells or powers that give such immunity. This ability works with all your revelations and mystery spells, with the Bluff, Diplomacy and Intimidate skills, and with all mind-affecting spells. Each use is a free action performed simultaneously with the effect you want to boost. You must be level 7 to take this revelation.
  5. Garlands (Su): You can conjure garlands of flowers that grant you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor grants you a +2 sacred bonus on Will saves and makes you immune to calm emotions. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  6. Guile's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: aphasia (1st), false belief (2nd), rumormonger (3rd), they know (4th), deceitful veneer (5th), curse of the outcast (6th).
  7. Hatred's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: murderous command (1st), paranoia (2nd), lover's vengeance (3rd), foster hatred (4th), foe to friend (5th), vengeful outrage (6th).
  8. Heightened Passion (Ex) All your spells that have the charm, compulsion, or emotion descriptor, are on the passion mystery's list, or gained from a revelation of the passion mystery are heightened to an effective spell level equal to half your oracle level. The saving throw DC becomes 10 + ½ your oracle level + your Charisma modifier. This does not change the spell level or casting time of the spell.
  9. Hysteria (Ex) When you cast spells that are mind-affecting and target one or more creatures, you gain three additional options. You can cast the spell with a range of touch and affecting a single target without expending a spell slot. You can cast target all creatures within 20 ft. of you by expanding a spell slot one level higher than normal. Finally you can add a number of targets to the spell equal to your caster level, all of whom must be within 30 ft. of each other and in range of the spell, expending a spell slot three levels higher than normal. Neither use changes the cast time of the spell.
  10. Insane Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: lesser confusion (1st), daze monster (2nd), unadulterated loathing (3rd), confusion (4th), denounce (5th), insanity (6th).
  11. Inspiring Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: invigorate (1st), object reading (2nd), heroism (3rd), good hope (4th), dream (5th), heroism (greater) (6th).
  12. Kindness' Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: beguiling gift (1st), compassionate ally (2nd), invigorate (mass) (3rd), overwhelming grief (4th), sending (5th), demand (6th).
  13. Lust's Passion Add the following spells to your spell list and list of spells known at the indicated spell levels: fumbletounge (1st), unnatural lust (2nd), reckless infatuation (3rd), shamefully overdressed (4th), smug narcissism (5th), geas (6th).
  14. Release Passion (Su): As a standard action you cause passions to flare stronger. There is no saving throw against this mind-affection emotion effect. This changes the attitude of creatures towards others; those who are friendly become helpful, those who are indifferent become friendly, those who are unfriendly become hostile. The duration is one minute per oracle level. Affected creatures also suffer a -2 penalty on Will saves against emotion effects. Additionally Diplomacy and Intimidate attempts against them get a +4 circumstance bonus. This is a mind-affecting emotion effect. At level 1 you can affect one creature within 30 ft. At level, you affect all targets within 30 ft. of you. At level 14, you can affect one target per caster level within 200 ft., all who must be within 30 ft. of each other.

Final Passion Revelation At level 20, you can cast passion mystery spells and spells gained from passion revelation of up to 6th level (including metamagiced up to this level) without expending spell slots.

Pontifex

You are a bridge-builder, a channel for otherworldly powers, an opener of the way for outside forces.

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

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

Pontifex Revelations

  1. Abyssal Terrain (Su): You can twist the material world into the harsh, jagged edges and uneven angles of the abyss. As a standard action, you can turn one 20- foot square into difficult terrain for 1 round per level. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  2. Defy Elements (Ex): Choose one energy type (acid, cold, f ire, electricity, or sonic). You gain resistance 5 to the selected energy type. At 5th level and every 5 levels thereafter, you can choose an additional energy type for which to gain resistance 5, or you can choose a previously chosen energy type and increase that resistance by 5 (to a maximum resistance of 20 for any one energy type).
  3. Heavenly Meadows (Su): You soothe the jagged shapes of the material world into the gentle curves of the heavens. As a standard action, you can turn one 20-foot square of difficult ground into normal ground for 1 round per level. The DC of any Acrobatics, Clim, Escape Artist, or Swim checks required by the terrain is reduced by 20; if this reduces the DC below 10, such terrain has no adverse effect. At 7th level, the affected area increases to a 30 ft. square. At 14th level it becomes a 40 ft. square. Solid walls, closed doors, and other impassible terrain is not affected. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  4. Pits of Hell (Su): You can twist the material world into the spikes and barriers of hell. As a standard action, you can turn one 20-foot square into uneven ground (see Acrobatics) for 1 round per level. The Acrobatics DC to move in this terrain is your Charisma modifier + your oracle level. Note that creatures on uneven ground become flat-footed. You may use this ability a number of times per day equal to 3 + your Charisma bonus.
  5. Planar Adaption (Sp) You gain planar adaption as a constant spell-like ability. At level 8 you can use planar adaption (mass) as a spell-like ability once per day, and you gain an additional daily use for every 4 levels after level 8. You can use this ability in parts of your home plane that have become influenced by another plane, such as by the abyssal terrain, heavenly meadows, or pits of hell revelations.
  6. Planar Alliance (Ex): Select one outsider subtype from the following list; your alignment must match one of those listed: aeon (N), agathion (NG), angel (any good), archon (LG), asura (LE), azata (CG), daemon (any evil), demodand (CE), demon (CE), devil (LE), div (NE), earth (any), elemental (N), fire (any), inevitable (LN), kyton (LE), manasaputra (LG), protean (CN), psychopomp (N), qlippoth (CE), sahkil (NE), or water (any). When you use a summon spell to summon a creature of the indicated type, the spell has a casting time of 1 standard action.
  7. Planar Animal Mastery (Ex): When you use a summon spell to summon an animal, the spell has a casting time of 1 standard action.
  8. Planar Blast (Sp): Channel the energy of the planes do cause harm. Choose one type of damage each time you use this power: acid, cold, electricity, fire, negative energy, or positive energy. Planar blast inflicts 1d8 damage of the indicated type at level 1 and an additional die of damage for every two levels after level 1. At first level, you can affect a single creature, by touch, at will. Later you learn to use this as an area effect, with one use per day per six oracle levels. At level 6, you can create an emanation of 30 ft. radius, centered on you. At level 12, you can create a 20 ft. emanation at a range of 100 ft. Targets get a Reflex save for half damage with a DC of 10 + ½ your oracle level + your Charisma modifier.
  9. Planar Form (Su): Your body permanently changes to look more like that of an outsider. Typical examples is an animal-headed 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. Your planar form grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, you gain wings and a fly speed of 40 ft. (good) and Fly becomes a class skill for you. This (and similar effects of other mysteries) is an effect, not armor, and cannot be affected by armor enhancing effects like magic vestment.
  10. Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain a mild infusion of any alignment of your choice for a number of rounds equal to your oracle level. Creatures on an opposed alignment take a –2 circumstance penalty on all Charisma-based checks. At 11th level, the infusion makes the area strongly aligned, which causes the –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that lacks the matching alignment component (these penalties stack with those from the lower-level effect).
  11. Primal Manipulation (Su): Whenever you cast a spell that deals acid, cold, electricity, or fire damage, you may change it to deal one of the other listed damage types. You may use this ability once per day, plus one additional time for every 5 levels. At 15th level, you can change a spell to deal positive or negative energy damage, though the damage is halved. You must be at least 7th level to select this revelation.
  12. Outsider Possession (Su): You can summon an outsider spirit and allow it to possess you as a free action, becoming a powerful creature yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and natural armor. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and your hands each gain a primary natural claw attack that inflicts 1d8 damage. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation.

Final Revelation (Sp) At 20th level, you gain the ability to open rifts between planes. This allows you to use gate as a spell-like ability once per day, with a duration of concentration (up to 10 minutes/level). If you use this ability to call creatures, you still need to provide 10,000 gp in offerings to secure the creature’s aid.

Sea

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

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

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

Sea Revelations

  1. Aquatic Companion (Su): You gain the service of an unusually intelligent, strong, and loyal aquatic animal. The creature must be of the aquatic subtype or have a swim speeed. This functions as a druid’s animal companion, using your oracle level as your effective druid level.
  2. Beacon (Sp): Once per week you can call a seagoing vessel to you as a 1 hour ritual. The vessel uses mundane means to reach you and can take up to a week to arrive, but usually arrives within the day. The vessel is of a type common to the area and comes equipped with necessities such as sail, oars, and provisions. You can decide if you want the vessel to be crewed or abandoned. If it is crewed, the crew accidentally steered or drifted to your location but are not necessarily friendly. If it is abandoned, it arrives in the broken condition, as if it weathered a storm or came up from the sea bottom. You can call a specific named vessel you know is in the vicinity, but that ship's captain gets a Will save (DC 10 + ½ your oracle level + your Charisma modifier) to avoid the effect. The maximum capacity of the vessel(s) you can call is 1 ton per level, squared. This works out to a pinnacle at 1st level, a small ship at 10th level, and a huge ship or small flotilla at 20th level. The GM has final say in what vessels turn up, regarding this as guidelines.
  3. Flotsam: Once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 10 gp × your oracle level. This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disintegrate after 24 hours, if not already used up or otherwise destroyed before then. They cannot be used as costly material components or as components to create magical items and Appraise can identify them as about to disintegrate. At 6th level, you can retrieve several objects over the day, as long as the total value of these objects do not exceed 100 gp per level. At 12th level, objects you retrieve are not broken and the value limit becomes 200 gp/level. At 18th level, you can retrieve objects worth up to 10,000 gp.
  4. Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. At 5th level, you gain Dodge as a bonus feat. At 10th level you gain Mobility as a bonus feat. At 15th level you gain Spring Attack as a bonus feat. You do not need to meet the prerequisite to gain these feats, and if you already know them you gain any feat you qualify for as a bonus feat.
  5. Freedom of the Sea (Su): You gain a +4 bonus on Escape Artist checks. Escape artist becomes a class skill for you. At level 7, you can use freedom of movement as a free action for one round per day per oracle level. At 14th level, you can use fluid form instead. This affects only yourself. You can use these abilities this when you'd otherwise be prevented from acting.
  6. Ocean Touch (Su): Your touch carries the weight of the ocean behind it. Add a bonus of +4 to your CMB to bull rush and you bull rush an opponent of any size twice the normal distance. At 7th level, you gain fire resistance equal to your oracle level. At 14th level, you can cast quench at will as a spell-like ability.
  7. To The Horizon (Su): When you cast a spell at sea, you can automatically apply Reach Spell to that spell without increasing the level or casting time of the spell. At level 1, you increase range by one category. At level 7, two categories. At level 14, 3 range categories. There is no range category beyond Long. The effect of a spell modified by this ability can cover sea areas, ships, underwater, the coast, and small islands. It cannot reach more than 100 ft. from a body of water.
  8. Water Cloak (Su): You can conjure armor of water that grants you a +4 armor bonus. At 5th level, and every two levels thereafter, this bonus increases by +1. At 13th level, this armor grants you fire resistance 5. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
  9. Water Form (Su): As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level (D). You must be at least 7th level to select this revelation.
  10. Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
  11. Water's Gift (Su): You can share the benefits of the fluid form, water form, water cloak, and watery home revelations with others at will, by touch, as a standard action. You must know the revelation you want to share. You can share a number of such gifts at any one time equal to your oracle level. A 12th level oracle can share 2 of these abilities with 6 creatures, 3 of them with 4 creatures, 5 of them with 1 creatures and 1 of them with 2 creatures, or any combination of targets and abilities with a sum up to 12. Recipients get the benefit of the revelation at six levels lower than you do. The benefit lasts until you revoke it (by touch, as a standard action) with a maximum of 24 hours. You need to be at least 7th level and have one of the mentioned revelations to take water's gift.
  12. Watery Home (Su): You gain a swim speed equal to your land speed. At level 3, you can hold your breath a number of minutes equal to 6x your Constitution score before having to check for drowning. At level 5, you can breathe water. At level 7 your swim speed increases by 20 ft. At level 9, you gain the aquatic subtype, but suffer no ill effects on land. At level 13 you are immune to the effects of extreme depth and to cold damage from exposure to water. At level 15, your swim speed increased by another 20 ft.

Final Sea Revelation (Su/Sp) 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 -5, dams, small lakes and streams give -10, rivers and seas give -20, while oceans give a -30 penalty. Even with large Perception penalties, obvious things like the shore and the shape of the bottom (including ruins, wrecks, and other objectives at the bottom) are automatically spotted if you know what to look for. You can also have blindsense 60 ft. underwater and can greater teleport to any point in the body of water you are touching as a full-round action a number of times each day equal to your Charisma modifier.

Oracle Curses

These are common afflictions for visionaries in myth and fiction.

Ailing

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

You are always at least mildly sick, suffering from a cough, aches, ague, fever, or fainting spells. After any strenuous activity (including combat), you must make a Constitution check (DC 10 + 1/2 the curse's level) or be fatigued until you receive 2 hours uninterrupted rest. Also, unless you have received a Heal check (DC 15 +1/2 the curse's level) within 24 hours to care for your infirmity, you also suffer a –2 penalty to Fortitude saves plus an additional –2 to any saving throw against any effect that makes you sickened or nauseated. Add lullaby and touch of fatigue to your list of spells known.

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

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

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

Anasyrma

Clothes are for folk; animals, spirits, and gods are rarely dressed, and you share this quality.

Your body won't carry armor and very few objects. You cannot carry more than light encumbrance, and you cannot wear vests, vestments, or any armor, but you can use any weapon or shield. Surplus items simply fall right through you, as if you were insubstantial. You get to add your Charisma bonus (if any) as a sacred (or profane, if you are evil) bonus to Armor Class and CMD. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of Way of Life martial arts.

At 5th level, you can use freedom of movement (Sp) until the beginning of your next turn as an immediate action. You can use this a number of rounds each day equal to your class level. You cannot use this ability to ignore or remove force effects.

At 10th level, you can use ethereal jaunt (sp) until the beginning of your next turn as an immediate action. You can use this a number of times each day equal to your Charisma modifier (minimum 1), but these rounds need not be consecutive. You are visible to material creatures while you use this ability.

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

Animal Aspect

Publisher: Trailseeker.

Your head (and at your option other parts, commonly hands, feet, and tail) is that of an animal. While clearly noticeable, this body part is fully functional. Even if you change your shape or disguise yourself with illusion, your animal aspect shines through. You suffer a -20 penalty on Disguise checks, and creatures using knowledge skills or Diplomacy to gather information to learn about you get a +10 bonus. Some people might be shocked or reviled at your appearance, while others treat you as a divine avatar.

If you are polymorphed into the form of any animal, you always assume the form of the animal whose head you wear instead of the intended animal. If your animal type exists in several size variants, you change into any size allowed by the spell or effect, as you decide. If no variant of your chosen animal exists within the spells allowed size range, repeatedly apply the young or giant simple template to your chosen animal until it fits.

You gain low-light vision. If you already have low-light vision, you instead gain scent.

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

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

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

Animal Transformation

Are you a humanoid miraculously transformed into a small animal or the other way around?

In situations of high stress you transform into a small animal. When you take this curse, pick any animal that can be a wizard's familiar. You transform into this shape, as beast shape II (sp). You have no control over this transformation.

The following conditions trigger this change: confused, covering, disabled, entangled, exhausted, frightened, grappled, helpless (including asleep or paralyzed), panicked, or stunned. The transformation negates the condition. Once you transform, you can be affected by these conditions if they are used against you. The transformation lasts as long as the condition lasts and 1d6 rounds after it ends.

If you are caged, bound, cuffed or otherwise restrained this also triggers the transformation. Escape Artist becomes a class skill. As a part of the transformation, you can use Escape Artist with a +10 circumstance bonus to try to escape confinement. The is usually relevant when entangled, grappled, bound or caged. You do not automatically escape entanglement or bindings as the bonds adapt to your new shape on a failed roll.

You can speak and satisfy verbal and somatic components in your transformed form, but not in other assumed forms. However, using spells or spell-like abilities is against the nature of the animal, you must succeed on a concentration check (DC 15 + spell level) or the spell is expended with no effect.

At 5th level, you can change between your normal and animal forms as a standard action and have the choice to not revert to your normal form 1d6 rounds after an effect that transforms you ends. You gain Eschew Materials as a bonus feat.

You also gain the shapechanger subtype and can revert to your animal form as a standard action when affected by a polymorph effect that changes your shape or substance.

At 10th level, after transforming into your animal form, you can take the withdraw action as a free action.

At 15th level you can assume your animal form as an immediate action. You can do so in response to failing any saving throw. This gives you a re-roll on the saving throw, but doing this prevents you from assuming your normal form for 1d6 rounds, regardless of whether you succeeded on the re-rolled saving throw.

Blindness

You are blind to the material world, but you can see the fantastic and supernatural.

You permanently suffer the blinded condition. You have adjusted to your condition to the point where you only take a –2 penalty on Armor Class and most Strength- and Dexterity-based skill checks. You must make a DC 5 Acrobatics skill check to move faster than half speed; if you fail this check you fall prone. You still take a -4 penalty on opposed Perception skill checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance). You automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against a creature pinpointed in this way as long as you have a line of effect. You gain a limited blindsight (30 ft.) (as the creature ability) that can only see fey, outsiders, undead, ethereal, and invisible creatures. You gain Blind-Fight as a bonus feat.

At 5th level, your ability to pinpoint creatures that fail at Stealth extends to 60 ft. and your blindsight can see aberrations, constructs, fey, magical beasts, monstrous humanoids, outsiders, plant creatures, undead, astral, ethereal, and invisible creatures. All spells you cast benefit from the Ectoplasmic Spell metamagic feat, with no increase in casting time or effective spell level.

At 10th level, your blindsight extends to 60 ft. and you can affect incorporeal and ethereal creatures as if they were material.

At 15th level your blindsight can see any type of creature, but you still cannot see inanimate objects.

Bondage

You are permanently bound in magical chains.

Select one or more of the following bonds. You can choose several bonds. As an an option, you can instead roll randomly each day to see how you are bound that day. At any time you can add a random bond as a standard action (su). Duplicate conditions do not stack.

  1. Blinders Your vision is impaired. When you are adjacent to two opponents, they are both considered to be flanking you. You suffer a -2 penalty to Perception. You cannot take the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites.
  2. Bondage Mittens Your hands are useless, except that you can still use them for somatic components. You cannot wield weapons but the mittens count as gauntlets and you can wield a hook hand or shield by strapping it on, which takes one minute. You gain the Two-Weapon Fighting feat, ignoring prerequisites, but this feat is only usable with gauntlets, shields or a hook hand. Any feat using this feat as a prerequisite also gains this limitation.
  3. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use kicks, tackles, and head butts for unarmed attacks. You gain Eschew Materials as a bonus feat and all your spells benefit from Still Spell, with no increase in cast time or spell level.
  4. Bound Arms prevents most physical manipulation and the use of weapons and implements. You can still use kicks, tackles, and head butts for unarmed attacks. You gain Eschew Materials as a bonus feat and all your spells benefit from Still Spell, with no increase in cast time or spell level.
  5. Gagged You cannot speak in more than a whisper. You cannot use language-based abilities and Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. The DC to hear you speaking (including using social skills and spells with verbal components) increases to DC 15 (from the usual DC 0).
  6. Hobble Reduces your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. You are immune to caltrops, grease spells, and similar floor hazards.
  7. Hogtied You are prone and cannot take physical actions. All your speeds are reduced to 5 ft., but you can still take 5 ft. steps and your movement is not affected by difficult ground or if you are prone. You gain Eschew Materials as a bonus feat and all your spells benefit from Silent Spell and Still Spell, with no increase in cast time or spell level. You become supernaturally light, and count as only 1/10 of your weight when carried by another.
  8. Leashed You are leashed to an object, and must always remain adjacent to that object. Another creature can pick up this object and pull you around. You constantly follow the creature carrying this object to be adjacent, even if the creature moves faster than you can or teleports.

At 5th level, you have learned to play on your bondage for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and one of these skills becomes a class skill for you.

At 10th level, you can re-roll a failed saving throw at any time, but doing so imposes a random bond on you. You can only re-roll each saving throw once.

At 15th level, you can cause one attack that hit you to miss as an immediate action, but doing so imposes a random bond on you. Combat maneuvers are not attacks for this purpose.

Choreomania

Publisher: Trailseeker.

You suffer bouts of compulsive, ecstatic dancing. You must dance when casting and preparing spells, and your oracle spells suffer from arcane spell failure. You must move at least 5 ft. in each round before casting a spell. All your spells have somatic components, and you cannot use the Still Spell metamagic feat. Acrobatics and Perform (dance) are class skills for you. You get to add your Charisma bonus (if any) as a dodge bonus to Armor Class and CMD. If you wear armor, use a shield or are caught flat-footed or otherwise denied your Dexterity bonus to Armor Class, you also lose this bonus. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you a sort of intuitive practitioner of Way of Life martial arts.

At 5th level, you gain Mobility as a bonus feat without needing to fulfill the requirements.

At 10th level, you are constantly dancing and cavorting, even when asleep, and can always apply your Dexterity and dodge bonuses to Armor Class as long as you are not immobile. You are unable to voluntarily stand still, but you need not move about unless you want to—you can dance in place. Dancing counts as resting to you.

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

Convulsions

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

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

Curse Magnet

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

Effects inherent to a creature, like lycanthropy and oracle's curses, are immune to all the abilities of this oracle's curse at the GMs discretion.

At 1st level, any time a creature within 30 ft. of you is under a curse, you must save against that curse. If the curse does not have an established saving throw, use a Will save with a DC of 10 + ½ the cursed creature's hit dice + the cursed creature's Charisma modifier. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot pick up that curse again until 24 hours have passed. You can only suffer one curse at a time. If you are suffering a curse and a second curse would be inflicted on you, the old curse is automatically removed. Your curses can also be removed normally.

You cannot pick up another oracle's or doomed warrior's curse this way. At the GM's discretion certain other powerful curses, generally those that only divinities can lift, are similarly resistant to your ability to transfer curses.

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

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

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

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

Deluded

Publisher: Trailseeker.

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

All targets have concealment from you; you suffer a 20% miss chance on all attacks and others can use Stealth against you, even in plain sight. You gain Blind Fighting as a bonus feat. Add silent image to your list of spells known as an first level oracle spell. All spells granted by this curse become oracle spells of their sorcerer spell level

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

At 10th level, add major image, shadow conjuration and shadow evocation to your list of spells known. Add +4 to your saving throws against illusion spells and effects.

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

Disbelieved

Publisher: Trailseeker.

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

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

At 5th level, your sanctuary spell is always affected by Heighten Spell, raising its effective level to equal the highest level spell you can cast, with no change in spell level or casting time. Add augury to your list of spells known.

At 10th level, sanctuary becomes a spell-like ability you can cast at will, and your special abilities in regards to this spell also apply to the spell-like ability. If you renew sanctuary, the earlier effect is moot; all attackers may and must try to save all over again. Add divination to your list of spells known.

At 15th level, you can use your sanctuary spell-like ability as a swift action. Add commune to your list of spells known.

You and the GM are encouraged to work out some oracular vision your character has and which is doomed not to be believed. This should be a "doom and gloom" type of prophecy, such as "the world will end in sand". Depending on the style of the game this might be predestined to happen or just an ominous possibility. Your curse still applies to all your suggestions, not just those relating to this grand vision.

Some disbelieved oracles are believed by their closest friends but not by strangers; for the other player characters it is a role-playing decision whether to believe you or not. If they do believe you, they too suffer the -20 modifier on Charisma checks and skills to convince others of the validity of your vision.

Divine Brand

Publisher: Trailseeker.

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

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

You gain a +4 sacred bonus on Diplomacy checks against those sympathetic to your creed, even lay people without much devotion.

At level 5, your divine brand can glow (as light) at will. Activating or deactivating this light is a free action.

At level 10, you gain a +4 sacred bonus on Diplomacy checks against those who share an alignment aspect, either on the law/chaos or good/evil axis, unless they are opposed to your creed. The glow from your brand now works as light Heightened to a spell level equal to half your caster level, helping it scatter magical darkness.

At level 15, you gain a +4 sacred bonus on all Diplomacy checks except those who oppose your creed. The glow from your mark can now work as (non-heightened) daylight.

Forthright

Publisher: Trailseeker.

You are compulsively honest and direct.

You cannot lie or dissemble. If asked a question and not prevented from answering (a simple say-so from your friends suffices), you will give a honest and exhaustive answer. If an ally of yours tells what you know is a lie, listeners who can see your face gain a +4 bonus to Sense Motive from your grimaces. You gain a +4 bonus on Diplomacy checks.

At 5th level, add zone of truth to your list of spells known. You gain a +4 bonus to Intimidate checks.

At 10th level, your zone of truth spell is always affected by Heighten Spell, raising its effective level to equal the highest level spell you can cast, with no change in spell level or casting time.

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

Frail

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

Your body simply can’t take serious damage without draining you of your vigor. Whenever you have less than 50% of your full hit points, or have any Strength, Dexterity, or Constitution damage or drain in effect, you are fatigued.

You work harder to compensate for your weak frame with cunning and knowledge. You gain +1 additional skill point at each curse level. You may choose an additional skill to be a class skill at 5th, 10th, and 15th levels.

At 10th level, you are only fatigued if you have less than 25% of your hit points, or suffer a drain or damage to two of the listed ability scores.

Grotesque

Publisher: Trailseeker.

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

You have one or more physical deformities, that clearly mark you as different. Often this is an animal part in place of an ordinary body part, but sometimes the replacement part is monstrous, appears flayed, is twisted, missing, or is otherwise alien. While clearly noticeable, this body part is fully functional. You might have bird legs, the ears of a donkey, one single leg, your face on your chest and no head, or other similar weird form. Even if you magically change your shape, your deformity remains, adjusted to your assumed shape.

You suffer a -10 penalty on Disguise checks, and creatures using Diplomacy to gather information about you get a +10 bonus. Non-good humanoids start with an attitude no better than unfriendly (see Diplomacy). You gain a +4 bonus on Perform (comedy) checks and can choose one of the following abilities, as appropriate to your deformity: +10 bonus on Acrobatics checks to jump, blindsense 10 ft., climb speed 10 ft., darkvision 60 ft., lowlight vision, scent, or swim speed 30 ft.

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

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

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

Healing Icon

Publisher: Trailseeker.

Anyone who touches you is healed. This saps your spiritual energy, forcing you into seclusion to avoid harm.

Your healing powers trigger when you are touched by a living creature, regardless of if you want to or not. Even casual contact can do this to you, which means you need to abstain from touching and avoid crowds. Even light crowds count as difficult terrain for you, and dense crowds (those that cost other people additional movement) are impassable. Moving through friendly occupied squares cost you twice the normal movement. You can ignore this limitation, but each round that you do, you lose one spell slot of your choice. A round in which you are grappled or hit by an unarmed or natural attack, you lose a spell slot as above. A living creature can move into your space or make a melee touch attack to forcibly trigger this effect. You can only lose one spell slot each round in this fashion. If you run out of spell slots, touching you inflicts one point of Charisma damage instead.

A living or undead creature that touches you as outlined above is healed of your caster level hit points. A creature can only benefit once per round, but several different creatures can be healed in the same round, and you still only lose one spell slot that round. You cannot benefit yourself in this fashion, but you can deliberately touch another to give them the benefit as a free action you can take even out of your turn. You can touch another to deliver a touch spell without triggering this ability. Creatures in your space, such as swarms and troops, are affected regardless of your wishes.

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

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

At 15th level, creatures touching you are cured of any fear effect as well as the blinded, deafened, paralyzed, and stunned conditions in addition to the previous effects.

Insomniac

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

Sleep often eludes you, and the slightest nighttime disturbance can leave you tired for an entire day. If you do not get 8 hours of sleep without any interruptions at all, you are fatigued for all of the following day. You are so used to being tired that even if you gain the fatigued condition while already fatigued, you do not become exhausted (you just remain fatigued for the duration of the longest of your multiple fatigued conditions).

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

At 15th level, you take only half the normal penalties for being fatigued. You also gain SR equal to 10 + the curse's level + your Wisdom modifier against any spell that causes sleep, fatigue, or exhaustion.

Leper

Publisher: Trailseeker.

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

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

Being a leper only ever affects the attitude of groups of non-player characters. Player characters and individual NPCs are free to hold whatever attitude they want towards you, tough many will be influenced by public opinion, at least initially. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you.

Your experience with hardship gives you a +5 sacred bonus on Survival checks.

Humans and members of your own race are unwilling to come close to you or interact for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Will save (DC equal to 10 + ½ class level + Charisma modifier) or lose the action. They can try to act against you again on a later round to gain another saving throw. Once a creature has saved against this ability, it automatically succeeds at any saving throws against this ability for the next 24 hours. Including you in an area effect does not require a saving throw. This is a mind-affecting fear effect. Creatures with an attitude of helpful are immune, including all members of your party.

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

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

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

Maimed

You are permanently maimed, an injury you were born with or have had so long it can no longer be cured. This is a mundane handicap, less fantastic that many other curses.

Select one of the following impairments. The listed penalties assume you are using a simple prosthetic when possible. You may select multiple injuries if you want, but you cannot take the same stages, such as maimed eye and blind.

  • Blind You permanently suffer the blinded condition. You have adjusted to your condition to the point where you only take no penalty to Perception, Armor Class and most Strength- and Dexterity-based skill checks. You must make a DC 5 Acrobatics skill check to move faster than half speed; if you fail this check you fall prone. All checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance). You gain Blind Fighting as a bonus feat and automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against a creature pinpointed in this way as long as you have a line of effect. You have developed your other senses to such a degree that you are never flat-footed or flanked.
  • Internal Injury You suffer a -4 penalty Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You gain a +2 bonus on Fortitude saving throws.
  • Maimed Eye You are blind in one eye. When you are adjacent to two opponents who are not adjacent to each other, you are flanked. You cannot take the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites.
  • Maimed Hand One of your hands is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells, but you can make unarmed attacks and wield a hook hand or shield by strapping it on. You gain the Two-Weapon Fighting feat, ignoring prerequisites, but this feat is only usable with shields or a hook hand in the off-hand. Any feat using this feat as a prerequisite also gains this limitation.
  • Maimed Leg Your legs are permanently injured, which reduces your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. You are immune to caltrops, grease spells, and similar floor hazards.
  • Maimed Throat You cannot speak in more than a whisper. You cannot use language-based abilities and Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. The DC to hear you speaking (including using social skills and spells with verbal components) increases by 15 (from the usual DC 0).
  • Missing Arm One of your arms is severed or useless. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You have trained your feet so that you can overcome this handicap when prone or sitting down. You suffer no penalty on attack rolls or Armor Class when prone. You gain a +5 bonus on Escape Artist checks.
  • Missing Ear(s) You can hear, but the altered acoustics makes you suffer a -2 penalty on Acrobatics, Disable Device, Disguise, Perception, and Perform checks. You gain a +2 bonus on saving throws against sonic or language-based effects.
  • Missing Leg You cannot walk without using a prosthetic or crutch, and even then your land speed is halved. Your carrying capacity is halved. You have developed your upper-body muscles, gaining a +2 bonus to Strength.
  • Missing Teeth You have very bad breath and cannot eat solid food. This means that you consume twice as much water, needed to make broth for your consumption. You consume twice as much food when Survival is used to forage and take a -4 penalty on Diplomacy checks.
  • Scalped You are missing head hair, and the skin on your head is torn, ugly, and often bleeds. You suffer a -5 penalty on Disguise checks and the DC to track you is reduced by 5. You gain a +2 bonus on CMD against grapple checks.

At 5th level, you have learned to play on your disability for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and these skills become class skills for you. The bonus stacks with any bonuses or penalties provided by the disability itself.

At 10th level, you develop an uncanny luck. Whenever an attack would inflict a condition on you (including going unconscious from damage), there is a 20% chance that attack somehow fails and is completely negated. This is not a concealment miss chance, and only you are protected this way. An opponent made to fail this way cannot be affected again for 8 hours.

At 15th level, you have overcome or healed the maiming, tough you often choose to act the part and retain the benefits.

Misshapen

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

You were born with a twisted, uneven body and your form continues to change and hunch as you gain power. You have difficulty keeping your balance and defending yourself from complex maneuvers. You take a -4 to your CMD and to Diplomacy checks. Your form can be frightening. You gain a bonus to Intimidate checks equal to half the curse's level (minimum +1).

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

At 10th level, as a standard action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.

At 15th level, as a move action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you.

Mutant

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

Your body is twisted by strange mutations, making you deformed.

You must be a humanoid to take this curse.

Any non-magic armor you wear must be custom-made to fit your shape, at twice the usual cost. You suffer a -10 penalty on Disguise checks and any attempt to use Diplomacy to gather information about you gains a +10 bonus. When you roll a "1" on the die for an attack roll, skill check, or saving throw, you suffer a warpwave effect: see the protean subtype. The caster level of this effect is your character level and are allowed a Will save (DC is 10 + 1/2 the curse level). Success halves any damage and negates non-damaging effects.

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

At 5th level, you gain an additional evolution point.

At 10th level, you gain an additional two evolution points. You cannot take an evolution costing more than two evolution points.

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

Peaceful

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

It is against your nature to do violence to other creatures, requiring an act of will for you to do so. You cannot take attacks of opportunity and suffer a –2 penalty to all attack rolls. This does allow you to devote more attention to protecting yourself from the violence of others, giving you a +4 bonus to AC against attacks of opportunity you provoke from others.

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

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

At 15th level, you gain sanctuary (sp) as a constant ability. The saving throw DC is 10 + 1/2 your curse level + your Charisma modifier. You can renew this ability as a standard action, forcing those who already sved to try and save again.

Phantom Arm

You lost one arm in a freak accident that also marked the beginning of your development as an oracle. The arm has never re-grown, and no power short of a god’s direct intervention can restore it or make any magic or mechanical replacement function in its place. You cannot wield a weapon in this hand or use it to satisfy the somatic components of spells. You cannot wield two-handed weapons. You still experience sensations from your severed arm, randomly feeling heat, cold, and tingling in your missing digits as if you possessed a phantom hand. All spells you cast benefit from Still Spell with no increase in cast time or effective spell level.

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

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

At 15th level, add interposing hand (5th) and grasping hand (7th) to your list of spells known.

Provocative

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

Your appearance elicits desire in all creatures, no matter how they try to conceal it. This can desire can be physical or social as the situation and creature warrants. Foes gain a +2 attack bonus when they try to deal nonlethal damage to you with physical attacks (instead of the normal -4 penalty) and you suffer a -2 penalty on CMD. Your provocative nature gives you a bonus to Diplomacy checks equal to the curse's level (minimum +1). If you rudely ignore the target's advances or fail a Diplomacy check, the target of the check feels spurned and its attitude changes to unfriendly (an already unfriendly target becomes hostile). This is instead of the normal consequence of failing an attempt to improve attitude by 5.

At 5th level, a Diplomacy check made to change a target’s attitude toward you lasts one day for every hour you spend making the Diplomacy check.

At 10th level, as a full-round action you can make a Diplomacy check to influence a single adjacent creature’s attitude with a -10 penalty.

At 15th level, a Diplomacy check made to change a target’s attitude toward you lasts forever.

Psychography

Publisher: Trailseeker.

You are constantly writing messages from sources beyond your ken. This is similar to the automatic writing revelation, but out of your conscious control. A character with psychography and the appropriate mystery can also pick automatic writing revelation if desired, combining both abilities.

Your hand moves by itself, writing messages or drawing pictures, especially in times of stress. If you have no writing implement, you will mimic writing in empty air. You need not look at your hand or otherwise focus attention to do this, only your hand is involved. One of your hands must constantly be reserved for this and cannot be used to hold a weapon, shield, holy symbol, or other equipment except for a writing tool, with one exception—it can still be used for somatic spell components. You can write in any language, even ones you don't know, but have no special ability to read languages, even text you've written yourself. You also gain Scribe Scroll as a bonus feat.

At 5th level, by taking a full-round action to write out a text on a specific topic, you gain a +4 circumstance bonus on any one Knowledge check, and can retry a failed knowledge check. This allows you to take 20 on Knowledge checks.

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

At 15th level, the level 5 ability becomes a free action you can take once per round.

Reverse Aging

You perversely age backwards. You begin your career as an ancient, and grow younger as you gain experience.

You begin at venerable age. You gain the following age modifiers to your ability scores: -6 to Str, Dex, and Con; +3 to Int, Wis, and Cha. This replaces any age modifiers you may have. Your current and maximum age does not change.

At 5th level, you become old instead of venerable, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 10th level, you become middle aged, but retain the venerable age modifiers to your mental ability scores. You gain the following age modifiers to your ability scores: -1 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

At 15th level, you become young and gain a +2 bonus to Dexterity, a –2 penalty to Strength and Constitution. You still keep your venerable modifiers to ability scores; +3 to Int, Wis, and Cha.

Solipsism

Publisher: Trailseeker.

You are only half in this world. Not only do you have a hard time taking the real world seriously, the real world also has trouble interacting with you.

You are constantly staggered, this condition cannot be negated except as noted in this curse. All spells and supernatural powers used against you have a 50% chance to fail. This does not apply to spells you cast on yourself, but does apply to spells cast by allies. You can focus on reality to suppress the chance to fail for one round as a free action, to make it easier for allies to assist you.

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

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

At 15th level, you can ignore reality almost completely. You can use ethereal jaunt (sp) as an immediate action. You can use this a number of rounds per day equal to your curse level, but these rounds need not be consecutive.

Somnambulism

Publisher: Trailseeker.

The line between being asleep and awake is not at all clear to you. You walk around when sleeping, and may fall asleep when walking around.

You suffer bouts of somnambulism both when asleep and awake. Whenever you roll a "1" on a d20 check, you momentarily fall asleep, move your speed in a random direction, and then wake up. This is in addition to any normal movement for the round. You cannot take any voluntary actions when sleepwalking, but have your normal defenses. You do not trigger attacks of opportunity and can move through enemy occupied spaces, but must end movement in an unoccupied space. If somnambulism would move you into impassible terrain (such as a wall or pit) you instead move along the edge of that terrain.

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

You learn lesser confusion as a 1st level oracle spell. You can sleep in armor or on uncomfortable ground at no penalty, and even sleep standing up. In addition, you are not considered helpless when you sleep, tough you are denied your Dexterity bonus to Armor Class.

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

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

At 15th level, you can specify a place you want to get to and sleepwalk there, guided by higher faculties. This is similar to find the path except you are sleepwalking—you are staggered and can only walk at normal speed and perform any necessary actions to facilitate your passage while sleepwalking. You can use this ability at will, but can only specify one destination per day, resuming sleepwalking to this location as desired.

Squeamish

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

You cannot stand to see your actions cause the ruin of another’s flesh, spill blood, or cause burns and scars. If you deal hp damage to a target within 30 feet of you, you are sickened for 1d6 rounds. Your sensitive nature does make you more alert to the needs of injured allies, granting you a bonus to Heal checks equal to half the curse's level (minimum +1).

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

At 10th level, if you make a single Heal check to treat disease or treat poison for a target, it receives a +4 bonus to all its saves against that disease or poison for twentyfour hours.

At 15th level, if you make a Heal check to treat disease or treat poison and the result exceeds the affliction’s save DC, you immediately end the disease or poison.

Star-Crossed

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

Since you first began to show signs of being an oracle, fate seems to have been against you. Your status as an oracle has drawn the attention of otherwordly entities, and their attention inadvertently bends providence to make things go against you more often than people without such cosmic notoriety. Whenever you roll a d20, a natural roll of 11 (the die shows an “11”) is treated as a natural roll of 1 and is an automatic failure on an attack roll or saving throw. Also, things determined entirely by chance (randomly selected targets, games of pure luck) are twice as likely to go against you than they would be for a typical person. Add guidance and unwitting allyAPG to your list of spells known.

At 5th level, add saving finaleAPG and timely inspirationAPG to your list of spells known.

At 10th level, add contact other plane to your list of spells known.

At 15th level, add brilliant inspiration to your list of spells known as a 7th-level spell.

Stigmata

Publisher: Trailseeker.

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

Any time you take more than a full round action or both a standard and move action in a round, you start to bleed. You take 1 hp of damage per round of bleeding. At level 5 and every 5 levels thereafter, the amount of bleed increases by 2, until level 15 where it ceases to do you damage. Bleed effects do not stack. The bleeding can be staunched as a standard action with a DC 15 Heal check or with any ability that restores hit point damage. You have gained a tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as torture or a symbol of pain or other effects especially noted to cause pain or with the [pain] descriptor).

At 5th level you no longer bleed except trough the stigmata. Any attack that deals hit point or ability damage through bleeding (such as a rend, bat swarms, stirges, or vampire bites) does no such damage to you. This applies even to bleeding damage from magical sources such as a wounding weapon.

At level 10, add symbol of pain to your list of spells known. This is not an evil spell for you.

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

Temptation

Publisher: Trailseeker.

You are constantly tempted by sacrilegious voices. If you ever give in to your tempters and radically change your alignment, they may encourage this development and change into the voices curse, or they may perversely urge you to sin against your new credo and remain as the temptation curse.

You constantly have nagging voices at the back of your head that encourage you to break faith with your ideals. These voices are distracting, making you suffer -2 on initiative checks and a a -5 penalty on Perception checks. You have learned to bargain with the voices and gain Bluff as a class skill.

Your voices are not all-knowing, but they have a skill bonus in Knowledge (Religion) of 10 + your level. As a standard action you may bargain with your voices for information. They will give you advice if you temporarily give in and do what they want, or you can try to Bluff them into revealing information, using your Bluff skill as if it was Knowledge (Religion) but allowing repeated rolls until you learn all they know. The GM makes a Knowledge (Religion) check for your tempters and this is all the information they can reveal.

At level 5 you have steeled yourself against acting on the impulse of your temptation, strengthening your faith. You gain a +2 bonus on Sense Motive checks and Will saving throws.

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

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

Turmoil

Your inner demons are stronger than the magic of others.

You suffer a -4 penalty on Will saves and the DC of using Intimidate against you decreases by 8. You are immune to fear conditions except shaken, all other fear conditions count as being shaken to you.

At 5th level, when you fail a Will save, you are shaken for as long as the consequences of the failed will save lasts. This replaces the effect you failed to save against. You do not become shaken if you choose to voluntarily give up your saving throw.

At 10th level, you can replace any mind-effecting you suffer with the shaken condition.

At 15th level, you no longer suffer any penalties when shaken.

Unbelievable

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

No one believes you when you make a statement of fact or opinion. You suffer a -10 penalty to all Bluff checks and all Diplomacy checks made to improve a creature’s attitude toward you for the purpose of accepting information you offer. Because you are used to having to pick allies and friends very carefully, you gain a bonus to Knowledge (local) and Sense Motive checks equal to the curse's level (minimum +1)

Unlife Curse

Your life is tied to negative energy in a strange perversion of the natural order of the world. You cannot take this curse if you actually are undead.

Like an undead creature, you are healed by negative energy and hurt by positive energy. You are treated as an undead creature for all effects that work differently when targeting undead. You are immune to energy drain. Your selection of spells improves; you know all oracle spells of a level you can cast with either cure or inflict in the name.

At level 5 you can use hide from undead at will as a spell-like effect, but with personal range. The saving throw DC of this effect is 10 + half the curse level + your Charisma modifier.

At level 10 you become immune to immune to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. You are no longer subject to nonlethal damage and ability drain. You are also immune to damage to your physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

At level 15, you gain immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Voices

Publisher: Trailseeker.

You hear incorporeal voices speaking to you.

You are constantly surrounded by a choir of voices that advice and guide you. These voices are distracting, making you suffer -2 on initiative checks and a a -5 penalty on Perception checks. The advice they give always follow the ideals of your faith, and they urge you to act piously. At least once per session, they should urge you to go to extreme lengths in pursuit of the ideals of your faith. You can role-play this, and the GM should voice this advice at least once per session. Sometimes the voices have a long-term agenda they might lead you on, in other cases they just advocate a very pious life. Not following the advice of your voices is a breach of faith, but you can argue with them if you do not agree with their advice. In extreme cases of disagreement your voices may cause you to lose access to your divine abilities for the rest of the day. They have a skill bonus in Knowledge (Religion) of 10 + your level. Conversing with your voices (and not merely listening) is a standard action. 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.

At level 5 you gain a +4 bonus on saving throws against all mind-affecting effects.

At level 10 the voices help you control yourself. You can make an additional saving throw each round to break out of a lasting mind-affecting effect that allows a Will saving throw.

At level 15, you can use commune at will as a spell-like ability. Doing so takes an hour of intense communion with your voices.

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