Oracle
Oracles are humanoid clerics or druids who believe themselves to be the mouthpieces of the gods. They foretell the future, interpret signs and omens, and speak to their people with the authority of the gods. Oracles often follow a pantheon as opposed to a single deity, bringing the words of all to the ears of the tribes. They are the keepers of folklore and mystery, the clerics of fear and superstition. They tend to be isolated even when they are part of a community.
Oracle player characters usually join adventuring parties as part of a grand quest for their deities or to bring the words of their gods to others who could profit by them.
Requirements: This kit is available to the following humanoid races:
- Alaghi
- Bugbears
- Centaurs
- Gnolls
- Flinds
- Goblins
- Hobgoblins
- Kobolds
- Mongrelmen
- Half-Ogres
- Orcs and Half-Orcs
- Sauriasl
- Swanmays
Oracles can be male or female. Their alignment must match that of their deity or the pantheon they follow. There are no special ability score requirements.
Role: Oracles deliver broad statements about the future to followers of their faith (or to anyone else to whom they feel compelled to preach). These humanoids believe that they are receiving visions from their gods, and they help other followers to act on them accordingly. They provide guidance, they interpret omens, and they often assist those they are compelled to present prophecy to. When they go on these vision quests, they may just watch to see how the prophecy comes to pass, or they may help it to unfold.
As humanoids are extremely superstitious, these clerics take it upon themselves to administer to their fears and superstitious practices. For this reason, oracles are sometimes called “priests of fear.” While it may appear to outsiders that they are just taking advantage of the superstitious tendencies of humanoid tribes, oracles actually serve a legitimate purpose. They counsel humanoids on how best to work through their fears, teaching them to lead productive lives despite the many superstitions that hang over them.
Of course, they believe that superstitions are real — to ignore them is to invite disaster and the wrath of the spirit world. At times when a superstition completely hampers a humanoid, the oracle reads the signs and omens in order to find a way to appease the spirits and break the paralyzing fear.
Oracle player characters always speak of visions and the future. They will allow nothing to be done until they read the signs and portents. While this could get on the nerves of less superstitious party members, oracles also bring with them a number of skills and abilities which make them very good companions to have around. In addition, these characters can also serve as tools of the DM through which valuable clues (and red herrings) can be passed along.
Weapon Proficiencies: Oracles must select their weapons from those allowed to priests.
Nonweapon Proficiencies:- Bonus Proficiencies: Danger sense
- Recommended, General: Chanting, Direction Sense, Observation, Weather Sense
- Recommended, Warrior: Survival
- Recommended, Priest: Astrology, Reading/Writing, Religion, Spellcraft
- Recommended, Wizard: None
- Recommended, Rogue: Information Gathering, Ventriloquism
- Forbidden: None
Equipment: Oracles may use any armor and equipment allowed to their class.
Special Benefits: Oracles have the ability to receive visions of the future twice per month.
These visions will be true, although they may be highly symbolic and open to many interpretations. Other visions may come unbidden, but these may or may not be true.
Magical Abilities: Druidic oracles have access to the standard druidic spheres. Other oracles have following spells:
- Major Access: All, Divination, Protection, Sun.
- Minor Access: Charm, Guardian, Healing, and Necromantic.
- Forbidden Spheres: All others.
Oracles can turn or control undead as other clerics.
Special Hindrances: Oracles will receive no clear visions regarding events in which they are fated to play an active role. Using a vision for personal gain immediately draws a curse (in the form of a penalty imposed by the DM).
Wealth Options: Oracles receive 3d6 x 5 gp initially.
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