Disbelieved Curse (Apath)

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Unofficial rules compendium

Disbelieved

Publisher: Trailseeker.

No matter what you say, people will not take your words to heart, and your predictions go unheard. Work out some oracular vision that 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.

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 still 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.

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