Oracle
Hit Die: d8.
Skill Ranks per Level: 4 + Int modifier.
Alignment: Any.
Source: Advanced Player's Guide, p. 42
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
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.
Table: Oracle
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day 1st | Spells per Day 2nd | Spells per Day 3rd | Spells per Day 4th | Spells per Day 5th | Spells per Day 6th | Spells per Day 7th | Spells per Day 8th | Spells per Day 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Mystery, oracle’s curse, orisons, revelation | 3 | — | — | — | — | — | — | — | — |
| 2nd | +1 | +0 | +0 | +3 | Mystery spell | 4 | — | — | — | — | — | — | — | — |
| 3rd | +2 | +1 | +1 | +3 | Revelation | 5 | — | — | — | — | — | — | — | — |
| 4th | +3 | +1 | +1 | +4 | Mystery spell | 6 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | +1 | +1 | +4 | — | 6 | 4 | — | — | — | — | — | — | — |
| 6th | +4 | +2 | +2 | +5 | Mystery spell | 6 | 5 | 3 | — | — | — | — | — | — |
| 7th | +5 | +2 | +2 | +5 | Revelation | 6 | 6 | 4 | — | — | — | — | — | — |
| 8th | +6/+1 | +2 | +2 | +6 | Mystery spell | 6 | 6 | 5 | 3 | — | — | — | — | — |
| 9th | +6/+1 | +3 | +3 | +6 | — | 6 | 6 | 6 | 4 | — | — | — | — | — |
| 10th | +7/+2 | +3 | +3 | +7 | Mystery spell | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
| 11th | +8/+3 | +3 | +3 | +7 | Revelation | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
| 12th | +9/+4 | +4 | +4 | +8 | Mystery spell | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
| 13th | +9/+4 | +4 | +4 | +8 | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
| 14th | +10/+5 | +4 | +4 | +9 | Mystery spell | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
| 15th | +11/+6/+1 | +5 | +5 | +9 | Revelation | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
| 16th | +12/+7/+2 | +5 | +5 | +10 | Mystery spell | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
| 17th | +12/+7/+2 | +5 | +5 | +10 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
| 18th | +13/+8/+3 | +6 | +6 | +11 | Mystery spell | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19th | +14/+9/+4 | +6 | +6 | +11 | Revelation | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Final revelation all of the usual due to | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Class Features
Mystery level 1
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 2–6. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex) level 1
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.
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
Table 2–5: Oracle Base Attack Fort Ref Will Spells per Day Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Mystery, oracle’s curse, — — — — — — — — orisons, revelation 2nd +1 +0 +0 +3 Mystery spell — — — — — — — — 3rd +2 +1 +1 +3 Revelation — — — — — — — — 4th +3 +1 +1 +4 Mystery spell — — — — — — — 5th +3 +1 +1 +4 — — — — — — — — 6th +4 +2 +2 +5 Mystery spell — — — — — — 7th +5 +2 +2 +5 Revelation — — — — — — 8th +6/+1 +2 +2 +6 Mystery spell — — — — — 9th +6/+1 +3 +3 +6 — — — — — — 10th +7/+2 +3 +3 +7 Mystery spell — — — — 11th +8/+3 +3 +3 +7 Revelation — — — — 12th +9/+4 +4 +4 +8 Mystery spell — — — 13th +9/+4 +4 +4 +8 — — — — 14th +10/+5 +4 +4 +9 Mystery spell — — 15th +11/+6/+1 +5 +5 +9 Revelation — — 16th +12/+7/+2 +5 +5 +10 Mystery spell — 17th +12/+7/+2 +5 +5 +10 — — 18th +13/+8/+3 +6 +6 +11 Mystery spell 19th +14/+9/+4 +6 +6 +11 Revelation 20th +15/+10/+5 +6 +6 +12 Final revelation Classes 2 Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation level 1
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. 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. 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.
Mysteries Each oracle must choose from among the following mysteries. 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book.
Battle Deities: Cayden Cailean, Gorum, Iomedae, Rovagug.
Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills.
Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).
Revelations: An oracle with the battle mystery can choose from any of the following revelations.
9 more under Revelation: Battlecry, Battlefield Clarity, Combat Healer, Iron Skin, Maneuver Mastery, Resiliency, Skill at Arms, Surprising Charge, War Sight
Spells
An oracle casts divine spells drawn from the cleric spell lists (see pages 226–229 of the Pathfinder RPG Core Rulebook). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. 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 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). 0-Level Inquisitor Spells—acid splash, bleed, brand*, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, sift*, stabilize, virtue. 1st-Level Inquisitor Spells—alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*.
2nd-Level Inquisitor Spells—aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth.
3rd-Level Inquisitor Spells—arcane sight, banish seeming*, blood biography*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter’s eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*.
4th-Level Inquisitor Spells—brand (greater)*, chaos hammer, coward’s lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order’s wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight.
5th-Level Inquisitor Spells—atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*.
6th-Level Inquisitor Spells—blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes’ feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos.
Classes 2 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 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
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.
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.
Weapon Mastery (Ex)
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
Final Revelation: Upon reaching 20th level, you become an avatar of battle. You can take a full-attack action and move up to your speed as a full-round action (you can move before or after the attacks). Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.
Bones Deities: Norgorber, Pharasma, Urgathoa.
Class Skills: An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills. Bonus Spells: cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th). Revelations: An oracle with the bones mystery can choose from any of the following revelations.
83 more under Weapon Mastery: Undo Artifice, Acid Skin, Air Barrier, Arcane Archivist, Armor of Bones, Automatic Writing, Awesome Display, Bleeding Wounds, Blizzard, Bonded Mount, Brain Drain, Burning Magic, Channel, Cinder Dance, Clobbering Strike, Coat of Many Stars, Combat Healer, Crystal Sight, Death’s Touch, Delay Affliction, Dweller in Darkness, Earth Glide, Energy Body, Enhanced Cures, Erosion Touch, Fire Breath, Firestorm, Fluid Nature, Fluid Travel, Focused Trance, Form of Flame, Freezing Spells, Friend to the Animals, Gaseous Form, Gaze of Flames, Guiding Star, Healing Hands, Heat Aura, Ice Armor, Icy Skin, Interstellar Void, Invisibility, Life Leach, Life Link, Lifesense, Lightning Breath, Lore Keeper, Lure of the Heavens, Mantle of Moonlight, Mental Acuity, Mighty Pebble, Molten Skin, Moonlight Bridge, Natural Divination, Nature’s Whispers, Near Death, Punitive Transformation, Raise the Dead, Resist Life, Rock Throwing, Safe Curing, Shard Explosion, Sidestep Secret, Soul Siphon, Speak with Animals, Spirit Boost, Spirit of Nature, Spirit Walk, Spray of Shooting Stars, Star Chart, Steelbreaker Skin, Stone Stability, Think On It, Touch of Acid, Touch of Flame, Transcendental Bond, Undead Servitude, Voice of the Grave, Water Form, Water Sight, Whirlwind Lesson, Wings of Fire, Wintry Touch
