Class Skills
An oracle with the life mystery adds
Handle Animal,
Knowledge (nature), and
Survival to their list of class skills.
Bonus Spells
Detect Undead (2nd),
Restoration, Lesser (4th),
Neutralize Poison (6th),
Restoration (8th),
Breath Of Life (10th),
Heal (12th),
Restoration, Greater (14th),
Heal, Mass (16th),
True Resurrection (18th).
Revelations
An oracle with the life mystery can choose from any of the following revelations.
Channel (Su): You can
Channel Energy like a good aligned
Cleric, using your
Oracle level as your effective
Cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your
Charisma modifier.
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a
Swift Action, as if using the
Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Delay Affliction (Su): Once per day as an
Immediate Action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.
Energy Body (Su): As a
Standard Action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the
Elemental Subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any
Undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per
Oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you
Grapple or attack an
Undead creature using an
Unarmed Attack or
Natural Weapon, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per
Oracle level. You may use this ability to heal yourself as a
Move Action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a
Free Action. You may remain in energy body form for a number of rounds per day equal to your
Oracle level.
Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your
Oracle level, not the limit based on the spell. For example, an 11th-level
Oracle of life with this revelation may cast
Cure Light Wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Healing Hands (): You gain a +4 bonus on
Heal checks. You may provide first aid to two people or treat two people for poison as a
Standard Action (make a separate
Heal check for each creature). When using the
Heal skill to treat wounds from
Caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself.
Life Link (Su): As a
Standard Action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per
Oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an
Immediate Action (if you have multiple bonds active, you may end as many as you want as part of the same
Immediate Action).
Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the
Blindsight ability. You must be at least 11th level to select this revelation.
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke
Attacks of Opportunity for spellcasting.
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your
Oracle level).
Final Revelation
Upon reaching 20th level, you become a perfect channel for life energy. You become immune to
Bleed, death attacks,
Exhausted,
Fatigued,
Nauseated,
Level Drain, and
Sickened effects.
Ability Damage and
Ability Drain cannot reduce you below 1 in any ability score. When you are below 0 hit points, The threshold for instant death (see
Injury and Death) is doubled.
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