Oracle of the Way (Apath)

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Unofficial rules compendium

The oracle of the way is a martial artist of the way of life. Oracles are rarely trained in martial arts, but some were trained before their revelations began or learned martial arts from their revelations.

Class Information

This is a martial arts archetype

Class: Oracle.

Hit Die: d8.

Class Abilities

The oracle of the way has all the oracle's class abilities, except as noted.

Class Skills

Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Weapon and Armor Proficiency

Oracles of the way are proficient with the dagger and quarterstaff. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo.

Enlightened Fighting

The oracle begins play with Improved Unarmed Combat as a bonus feat. When unarmored and unencumbered, the oracle of the way adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. In addition, an oracle of the way gains a +1 bonus to Armor Class and Combat Maneuver Defense at 5th level. This bonus increases by 1 for every five oracle of the way levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These dodge bonuses to Armor Class apply against touch attacks. She loses these bonuses when she is flat-footed, immobilized, or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or if she is denied her dexterity bonus to armor class.

This replaces armor proficiencies and the oracle's curse.

Fighting Revelations

An oracle of the way has additional monk-like revelation to select from in addition to those of her mystery.

  1. Divine Fist (Ex): An oracle with the divine fist revelation inflicts 1d6 damage with an unarmed attack (1d4 for a Small character). Divine fist attacks may be with fist, elbows, knees, and feet. This means that an oracle of the way may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an oracle of the way striking unarmed. An oracle of the way may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually divine fist unarmed strikes deal lethal damage, but the oracle can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A divine fist unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage of divine fist increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small). Note that the divine fist damage give in Table: Oracle of the Way does not apply until this revelation is taken.
  2. Enlightened Moves (Ex) : The oracle adds his class level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. In addition the oracle can use a wall within arm's reach to slow his descent. For each oracle level, he takes damage as if the fall were 5 feet shorter than it actually is.
  3. Evasion (Ex) : The oracle gains a bonus of reflex saves of +1. This bonus increases by one every four levels. The oracle can avoid damage from many area-effect attacks. If an oracle makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an oracle is wearing light armor or no armor. A helpless oracle does not gain the benefit of evasion.
  4. Fast Movement (Ex) : The oracle gains an enhancement bonus of +10 ft. to his land speed. The bonus increases by 10 ft. every 7 levels. An oracle in armor or carrying a medium or heavy load loses this extra speed.
  5. Stunning Fist (Ex) : The oracle gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The oracle may attempt a stunning attack a number of times per day equal to his oracle and monk levels combined, plus one more time per day for every four levels he has in classes other than oracle or monk.
  6. Uncanny Dodge (Ex): An oracle with the uncanny dodge revelation gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. An oracle of the way with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her or if she is helpless or immobilized.

Table: Oracle of the Way

Level Base Attack Bonus Fort Save Ref Save Will Save Special Divine Fist Damage<ref name="DF">Note that the divine fist damage give in The Oracle of the Way does not apply until this revelation is taken.</ref> AC Bonus Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Enligtened fighting, mystery, orisons, revelation 1d6 +0 3
2nd +1 +0 +0 +3 Mystery spell 1d6 +0 4
3rd +2 +1 +1 +3 Revelation 1d6 +0 5
4th +3 +1 +1 +4 Mystery spell 1d8 +1 6 3
5th +3 +1 +1 +4 1d8 +1 6 4
6th +4 +2 +2 +5 Mystery spell 1d8 +1 6 5 3
7th +5 +2 +2 +5 Revelation 1d8 +1 6 6 4
8th +6/+1 +2 +2 +6 Mystery spell 1d8 +2 6 6 5 3
9th +6/+1 +3 +3 +6 1d8 +2 6 6 6 4
10th +7/+2 +3 +3 +7 Mystery spell 1d8 +2 6 6 6 5 3
11th +8/+3 +3 +3 +7 Revelation 1d10 +2 6 6 6 6 4
12th +9/+4 +4 +4 +8 Mystery spell 1d10 +3 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 1d10 +3 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Mystery spell 1d10 +3 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Revelation 1d10 +3 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Mystery spell 1d10 +4 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 2d6 +4 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 Mystery spell 2d6 +4 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Revelation 2d6 +4 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final Revelation 2d6 +5 6 6 6 6 6 6 6 6 6

<references/>

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Armor and weapon proficiency
  • Oracle's Curse