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 their 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.
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
1d8Proficiencies
- Armor: Light armor and shields (except tower shields).
- Weapons: Simple weapons.
- Class Skills: Craft (int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (int), Knowledge (Planes) (int), Knowledge (Religion) (int),Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
- Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are features of the Oracle class.Spellcasting
An oracle casts divine spells drawn from the Cleric Spell List. They can cast any spell they know 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. Their base daily spell allotment is given on Table: The Oracle. In addition, they receive bonus spells per day if they have a high Charisma score. 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 their choice. At each new oracle level, they gain 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 their Charisma score; the numbers on Table: Oracle Spells Known 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 their 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 their 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 they already know. 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 they gain new spells known for the level. They cannot swap any cure or inflict spells, nor can they swap any spells gained from their mystery. Unlike a Cleric, an oracle need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their 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 them 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 their 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 their 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 mysteries listed here.
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 their oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose a curse. 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 their mystery that grants their powers and abilities. The oracle must select a revelation from the list of revelations available to their 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 their current level. Unless otherwise noted, activating the power of a revelation is a Standard Action. Unless stated otherwise, revelations cannot be taken multiple times. 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.Final Revelation
At 20th level, an oracle learns the final revelation about their mystery, granting them amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery.Oracle Variants
Many variations exist that alter or replace aspects of the Oracle class.
Oracle Mysteries:
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