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Oracle

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.   Role: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.   Alignment: Any.   Hit Dice: d8.   Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.   Starting Age: Intuitive.  

Class Skills

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.   Skill Ranks per Level: 4 + Int modifier.  
Table: Oracle
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+0+2Mystery, oracle’s curse, orisons, revelation
2nd+1+0+0+3Mystery spell
3rd+2+1+1+3Revelation
4th+3+1+1+4Mystery spell
5th+3+1+1+4
6th+4+2+2+5Mystery spell
7th+5+2+2+5Revelation
8th+6/+1+2+2+6Mystery spell
9th+6/+1+3+3+6
10th+7/+2+3+3+7Mystery spell
11th+8/+3+3+3+7Revelation
12th+9/+4+4+4+8Mystery spell
13th+9/+4+4+4+8
14th+10/+5+4+4+9Mystery spell
15th+11/+6/+1+5+5+9Revelation
16th+12/+7/+2+5+5+10Mystery spell
17th+12/+7/+2+5+5+10
18th+13/+8/+3+6+6+11Mystery spell
19th+14/+9/+4+6+6+11Revelation
20th+15/+10/+5+6+6+12Final revelation
 

Class Features

The following are the class features of the oracle.  
Weapon and Armor Proficiency
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.  
Spellcasting
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.   Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle Daily Spells. In addition, she receives bonus spells per day if she has a high Charisma score.   Spells per Day
Table: Oracle Spells per Day
Level1st2nd3rd4th5th6th7tth8th9th
1st2
2nd2
3rd3
4th31
5th42
6th421
7th532
8th5321
9th5432
10th54321
11th55432
12th554321
13th554432
14th5544321
15th5544432
16th55444321
17th55444332
18th554443321
19th554443332
20th554443333
  Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.   Known Spells
Table: Oracle Spells Known
Level0th1st2nd3rd4th5th6th7tth8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333
    In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.   Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.  
Mystery
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.   At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.   Each oracle must choose from among the following mysteries.   Editor's Note
A complete listing of Oracle Mysteries can be found here: Oracle Mysteries
 
Oracle’s Curse (Ex)
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.   Editor's Note
A complete listing of Oracle Curses can be found here: Oracle Curses
 
Orisons
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.  
Revelation
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.   Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.  
Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.   Diverse Mysteries (Su): At 20th level, the oracle knows that sometimes she needs different tools to do her patron’s work. The oracle can select two revelations from another mystery. She must meet the prerequisites for these revelations.   Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery.  

Section 15: Copyright Notice

Advanced Player’s Guide. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

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