Oracle (Apath)

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Unofficial rules compendium

Oracle Mysteries

Ascension

The oracle is either blessed or cursed to ascend to the heights of the celestial or to fall to the depths of the infernal or abyssal. Such oracles are often the scions of outsiders, or born under particular auspices. This is a very physical mystery, that gives the oracle great personal fighting prowess.

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

Bonus Spells: Magic Fang (2nd) Align weapon (4th) Greater Magic Fang (6th) Lesser planar ally (8th) Plane shift (10th) Planar ally (12th) Greater planar ally (16th) Gate (18th)

Revelations

  • Infernal Immunity: You gain Resistance 10 to fire and save against poison at +4. At level 7 this increases to resist fire 20 and +8 on save against poison. At level 14 you gain immunity to fire and poison.
  • Infernal Resistance: Resistance to acid 10 and cold 10. At level 7, these resistances increase to 20. At level 14, they increase to 30.
  • Infernal darkvision: You gain Darkvision 60 ft. This adds to any darkvision you already have. At level 7, you gain an additional 60 ft of darkvision range. At level 14, you can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Telepathy: You can converse with creatures within 30 ft. using non-verbal means, but you must still share a language with them to communicate more than base emotions. At level 7 this, transcends language barriers and the range is 60 ft. . At level 14, the range is 100 ft.
  • Natural weapons. You gain 2 claw attacks for 1d6 damage (primary) and one bite attack for 1d4 (secondary). This damage is for a medium-sized oracle. At 7th level, this damage increases to 1d8 (claw) and 1d6 (bite. At level 14, it increases again to 2d6 (claw) and 1d8 (bite). You can still use your hands to hold weapons, but any natural attack used in conjunction with a natural attack counts as a secondary attack.
  • Wings. You have huge bat wings 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.
  • Martial Focus: The oracle gains proficiency with heavy armor and both proficiency and Weapon Focus in the favored weapon of her patron. At level 7, the oracle gains a +1 bonus to hit and damage with his patron's favored weapon. This bonus increases by +1 every 6 levels (+2 at level 13, +3 at level 19).
  • Arcane Focus: You gain Knowledge (Arcane) (Int) as a class skill. You add the following spells to your list of known spells at the indicated levels, getting access to these spells as soon as you can cast spells of the corresponding level:

Cantrips: mage hand, prestidigitation, 1st—identify, 2nd—magic missile, 3rd—dispel magic, 4th—diamond spray, 5th—spell resistance, 6th—wall of force 7th—spell turning, 8th—mage's sword, 9th—mage's disjunction.

  • Trickster focus: Gain

Acrobatics (Int), Bluff (Cha), Disable Device (Dex), Perception (Wis), Sleight of Hand (Dex), and Stealth (Dex) as class skills. Gain 2 additional skill points per level from now on (this revelation is best taken at 1st level).