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

  • Greater Resistance: Choose one type of elemental damage (acid, cold, electricity, fire). You receive resistance 10 against this type of damage. At level 7, this resistance increased to 20. At level 14, this resistance increases to 30. At level 20, you become immune to this type of elemental damage.
  • Lesser Resistance: Choose one type of elemental damage (acid, cold, electricity, fire, sonic). If you have greater resistance, you cannot choose the same type of elemental damage again. You receive resistance 5 against this type of damage. At level 7, this resistance increased to 10. At level 14, this resistance increases to 15. At level 20, this resistance increases to 15. You can take this revelation several times, each time it applies to a new type of damage. Note that it is generally best to take Greater resistance before you take Lesser Resistance.
  • Health: You gain a +4 bonus on all saving throws against poison and disease. At level 7, this increases to a +8 bonus. At level 14, you become immune to poison and disease.
  • Darkvision: You gain Darkvision 30 ft. This adds to any darkvision you already have. At level 7, you gain an additional 30 ft of darkvision range. At level 14, you gain an additional 30 ft. of darkvision.
  • Light vision: You gain low-light vision. At level 5, you are immune to dazzle or blinding light. At level 10, add true seeing to your list of spells known. At level 15 the range of true seeing'is extended to 240 ft. A creature that already has low-light vision gains no additional advantage until level 5.
  • Telepathy: You can converse with creatures within 30 ft. using non-verbal means, but you must still share a language with them to communicate more than base emotions. At level 7 this, transcends language barriers, letting you communicate with any creature that has a language 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 grow or dismiss wings as a swift action and levitate, rising or lowering yourself by 20 feet as a move action. At 7th level, you can use the wings to fly at a rate of 60 feet (poor), but you can only maintain this flight for 1 minute per day per point of Constitution you possess. The duration does not need to be consecutive, but it must be spent in 1-minute increments. At 14th level, you can fly with no time limit. You cannot use this ability (except to grow wings for display purposes) if you have medium or heavy encumberance.
  • Martial Focus: The oracle gains proficiency with heavy armor and both proficiency and Weapon Focus in the favored weapon of her patron. At level 8, the oracle gains a +1 bonus to hit and damage with his patron's favored weapon. This bonus increases by +1 every 4 levels (+2 at level 12, +3 at level 16, +4 at level 20).
  • 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: 0:-mage hand, prestidigitation, 1st—identify, 2nd—magic missile, 3rd—dispel magic, 4th—diamond spray, 5th—greater dispel magic, 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).