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.
Aboleth
Your mind is marked by
Aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on
Saving Throws against mind-affecting effects and add
Charm Person and
Hypnotism to your list of 1st-level
Oracle spells known.
At 5th level, add
Minor Image to your list of 2nd-level
Oracle spells known
At 10th level, add
Modify Memory to your list of 4th-level
Oracle spells known
At 15th level, add
Veil to your list of 6th-level
Oracle spells known.
Accursed
You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses.
However, you gain a +4 bonus to all
Saving Throws against curse effects.
At 5th level, add
Ill Omen to your list of spells known
At 10th level, add greater
Brand to your list of spells known
At 15th level, you are immune to curse effects except for your own
Oracle curse.
Albinism
Your body lacks any pigmentation, robbing you of your vision in bright light and making you extremely susceptible to burns.
Associated Race:
Lizardfolk
You take a –4 penalty to all
Saving Throws against spells with the fire or light descriptor, and you gain
Light Sensitivity. For each full hour that you are exposed to sunlight, you take 1d12 nonlethal damage.
At 5th level, you gain
Low-Light Vision.
At 10th level, you gain
Darkvision out to a range of 60 feet.
At 15th level, the nonlethal damage you take from sunlight exposure is reduced to 1d8, and you gain
Blindsight out to a range of 15 feet in conditions of dim light or
Darkness.
Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
You take a –4 penalty on weapon attack rolls, but you add
Burning Hands to your list of spells known.
At 5th level, add
Scorching Ray and
Flaming Sphere to your list of spells known.
At 10th level, add
Wall Of Fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add
Delayed Blast Fireball to your list of spells known.
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.
Cold-Blooded Lizardfolk
The following
Oracle curse is available to
Lizardfolk.
Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This
Oracle curse is common among
Lizardfolk and other oracles with the
Reptilian Subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are
Staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.
At 5th level,
Poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds).
Poisons with no onset time gain an onset time of 1 round.
At 10th level, whenever an action you have readied is triggered, you can take an additional
Move Action at half your speed—along with your readied action—even if you have already taken a
Move Action that round.
At 15th level, you can take an additional
Move Action a number of times per day equal to your
Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn.
Consumed
Your connection to the lower planes and the daemons that call it home has left you diminished but still able to scorn many mortal frailties.
Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.
At 5th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result.
At 10th level, you can go without food or water for a number of days equal to your
Oracle level before suffering any ill effects due to
Starvation or
Thirst.
At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your
Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your
Oracle level. Temporary hit points gained this way disappear after 1 hour.
Covetous
You find yourself drawn to the luster of wealthy living.
You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are
Sickened whenever you do not meet this requirement; you are also
Sickened for 24 hours after anything worth 25 gp × your character level or more is taken from you against your will.
Use Magic Device becomes a class skill for you.
At 5th level, you gain a +4
Insight Bonus on
Appraise checks,
Spellcraft checks to identify magic items, and
Use Magic Device checks.
At 10th level, you add
Fabricate to your list of spells known.
At 15th level, you add half your
Oracle level to your
CMD against
Steal Combat Maneuvers and to the DC of
Sleight of Hand checks to take items from you.
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.
Deep One
The lure of the ocean tugs at your soul.
You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
At 5th level, your
Natural Armor Bonus increases by 1 as your skin thickens
At 10th level, you gain a +1 bonus to your
Caster Level when casting spells underwater and when casting spells with the water descriptor
At 15th level, you gain the benefits of
Freedom of Movement while underwater.
Demonic
Your heart is cursed with the pull of the Abyss.
You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all
Diplomacy checks against such creatures.
You gain a +2 bonus on all
Bluff and
Intimidate checks.
Diplomacy is not a class skill for you, but
Bluff or
Intimidate (choose one) is.
At 5th level, you gain a +4 bonus to all
Saving Throws against
Fear effects
At 10th level, you gain immunity to poison
At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming
Damage Reduction.
Elemental Imbalance
You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain
Vulnerability to Acid, cannot benefit from any
Acid Resistance or immunity, and cannot cast spells with the acid or earth descriptors. If you select earth, you gain
Vulnerability to Electricity, cannot benefit from any
Electricity Resistance or immunity, and cannot cast spells with the air or electricity descriptors. If you select fire, you gain
Vulnerability to Cold, cannot benefit from any
Cold Resistance or immunity, and cannot cast spells with the cold or water descriptors. If you select water, you gain
Vulnerability to Fire, cannot benefit from any
Fire Resistance or immunity, and cannot cast spells with the fire descriptor.
As you advance in level, add the following spells to your
Oracle spells known based on your chosen element.
At 1st level, add
Burning Hands (fire),
Grease (earth),
Hydraulic Push (water), or
Shocking Grasp (air) to your spells known.
At 5th level, add
Frigid Touch (water),
Glitterdust (earth),
Levitate (air), or
Scorching Ray (fire) to your spells known.
At 10th level, add
Ball Lightning (air),
Calcific Touch (earth),
Ice Storm (water), or
Wall Of Fire (fire) to your spells known.
At 15th level, add
Chain Lightning (air),
Contagious Flame (fire),
Flesh to Stone (earth), or
Freezing Sphere (water) to your spells known.
Ghoul
While your actual dietary needs don’t change, you crave the flesh of sentient creatures.
You can only go without food for 12 hours before you begin to starve, and when you do starve, the DC of the
Constitution check to avoid taking damage increases by 5. If you feed on fresh, raw flesh (no older than 1 hour) from a creature of your own race, you gain a +1
Morale Bonus on all
Saving Throws for 24 hours.
At 5th level, you add
Ghoul touch to your list of 2nd-level
Oracle spells known
At 10th level, you become immune to
Paralysis and disease
At 15th level, you gain the effects of heroes’ feast whenever you feed on the raw flesh of a sentient creature, and the effects of this heroes’ feast double if the flesh you eat comes from a member of your own race (this effect applies no more often than once per day).
God-Meddled
This curse is available to oracles who have a tumultuous relationship with the gods.
The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.
At 5th level, you gain a +2
Competence Bonus on
Saving Throws to resist divine spells.
At 10th level, you become immune to the
Confused condition.
At 15th level, you gain a +4
Competence Bonus on
Saving Throws to resist mind-affecting effects.
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.
Hellbound
Infernal influence grants you profane insight and weighs on your soul.
You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all
Diplomacy checks against such creatures. You gain a +2 bonus on all
Bluff and
Intimidate checks.
At 5th level, you gain a +4 bonus to all
Saving Throws against
Charm effects
At 10th level, you gain immunity to fire
At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming
Damage Reduction.
Hive
You were exposed at a young age (perhaps even before you were born) to the alien species known as the hive, but this exposure did not result in a full-blown infestation by these otherworldly monsters. Others (including animals) find the unsightly spines and rough growths that periodically emerge from your flesh to be disturbing and distracting.
You take a –4 penalty on
Bluff,
Diplomacy,
Handle Animal, and
Ride checks. Once per day as a
Standard Action, you can cough up an ovoid, leathery sphere that can be hurled as a flask of acid, though it becomes inert after 24 hours.
At 5th level, you gain the benefits of
Endure Elements in hot environments and are immune to infestations (save for those from the hive itself )
At 10th level, your skin deformities grow numerous enough to increase your
Natural Armor Bonus by 1
At 15th level, you gain
Acid Resistance 20.
Hunger
Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as
Goodberry, heroes’ feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size (1d8 for a Large creature, 1d6 for Medium, 1d4 for Small) as a secondary natural attack. You begin each combat with the
Sickened condition until you deal damage with your bite attack.
At 5th level, you gain the
Grab monster special ability on bite attacks against creatures smaller than yourself.
At 10th level, your bite attack deals damage as if you were one size category larger.
At 15th level, you gain the blood drain monster special ability with your bite, dealing 1d2 points of
Constitution damage at the end of a turn if you
Grapple a foe.
Infested Goblin
The following
Oracle curse is available to
Goblins.
Insects, spiders, grubs, and other
Vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.
You take a –4 penalty on
Diplomacy checks, and when you first meet someone, the person’s initial attitude toward you starts one level lower than normal.
Animals shy away from you—you take a –4 penalty on
Handle Animal checks. You gain a +2 bonus on Fortitude saves versus poisons from insects, scorpions, and spiders, as well as the distraction ability of swarms of such creatures.
At 5th level, you add
Vomit Swarm to your list of spells known.
At 7th level, your bonus on poison and distraction saves increases to +4, and you gain DR 10/— against all swarm damage.
At 13th level, you add
Swarm Skin to your list of spells known.
At 17th level, you become immune to the swarm damage and the distraction ability of insect, scorpion, and spider swarms.
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.
Legalistic
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Whenever you break your word (either purposefully or unintentionally), you become
Sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4
Morale Bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3
Competence Bonus on
Diplomacy,
Intimidate, and
Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to
Spell Resistance, and on
Saving Throws against your attacks and abilities equal to your
Charisma modifier (minimum 1) for 24 hours.
Lich
Every living spellcaster hides a secret in their flesh—a unique, personalized set of conditions that, when all are fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster.
You have (unknowingly) fulfilled most (but not all) of the ritualistic components to achieve lichdom. You have yet to turn into an
Undead creature, but you are close. You take damage from positive energy and heal from negative energy as if you were
Undead.
At 5th level, add
Control Undead to your list of 2nd-level
Oracle spells known
At 10th level, add
Undead Anatomy I to your list of 3rd-level
Oracle spells known and
Undead Anatomy II to your list of 5th-level
Oracle spells known
At 15th level, you are immune to death effects.
Lycanthropy
You suffer from a minor form of lycanthropy.
The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of
Speak with Animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears you gain a +4 bonus on
Handle Animal checks with these creatures.
At 5th level, add
Charm Animal to your list of 1st-level
Oracle spells known and
Animal Messenger to your list of 2nd-level
Oracle spells known
At 10th level, add
Beast Shape I to your list of 3rd-level
Oracle spells known and
Beast Shape II to your list of 5th-level
Oracle spells known
At 15th level, you gain
Damage Reduction 5/silver, and if you already have this type of
Damage Reduction, it increases in value by 5 (to a maximum of DR 15/silver).
Plagued
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.
You take a –1 penalty on all
Saving Throws against disease or infestation effects, but you are immune to the
Sickened condition.
At 5th level, add
Pox Pustules to your list of 2nd-level
Oracle spells known
At 10th level, increase the save DC of any disease effect you create by +2, and you raise the number of saves required to recover naturally from these diseases by 1
At 15th level, you are immune to the effects of disease and infestations, but you can still function as a carrier for sickness.
Possessed
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result.
You take a –2 penalty on all
Concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.
At 5th level, if you become
Dazed or
Stunned, you can choose instead to become
Confused for twice the duration the daze or stun effect would have normally lasted
At 10th level, add
Possession to your list of 5th-level
Oracle spells known
At 15th level, add greater
Object Possession to your list of 7th-level
Oracle spells known.
Powerless Prophecy
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the
Rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are
Staggered for the entire first round of combat.
At 5th level, you gain a +4
Insight Bonus on
Initiative checks.
At 10th level, you gain improved uncanny dodge as the
Rogue ability, using your
Oracle level as your
Rogue level.
At 15th level, you gain a +4
Insight Bonus on all your
Saving Throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Pranked
Capricious
Fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies.
In addition to any social consequences of such mischief, you take a –4 penalty on
Initiative checks. Furthermore, whenever you attempt to retrieve a stored item from your gear, there’s a 25% chance that you fail to find it with that action. Add
Faerie Fire and
Ghost Sound to your list of spells known.
At 5th level, add
Glitterdust and
Minor Image to your list of spells known.
At 10th level, add
Confusion to your list of spells known as a 5th-level spell.
At 15th level, add
Project Image to your list of spells known. A
Possessed Oracle can select this curse in place of the haunted curse.
Promethean
Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive.
You take 1 point of
Constitution damage each day, but you also ignore the first point of
Strength,
Dexterity, or
Constitution damage you take for the remainder of that day.
At 5th level, you gain a +2 bonus on all
Saving Throws on effects that cause
Ability Damage,
Ability Drain, or ability score penalties
At 10th level, this bonus increases to +6
At 15th level, any effect that would normally deal
Ability Drain on you instead deals
Ability Damage whenever you successfully save against the effect.
Putrid
Your presence stagnates water and befouls all liquids carried on your person, including magical items such as
Potions, and unattended sources of still water within 10 feet. Creatures who drink such a liquid are
Nauseated for 1 round (though
Potions and similar liquids still convey their usual benefits as well). Affected liquids remain stagnant for 1 hour after leaving your presence.
Purify Food and Drink can cleanse a stagnant potion or water with a successful
Caster Level check (DC = 15 + double the potion’s caster level).
At 5th level, you become immune to the
Nauseated effects created by liquids your presence has befouled.
At 10th level, your body is covered in noxious slime, and each creature adjacent to you at the beginning of its turn must succeed at a
Fortitude Save (DC = 10 + half your
Oracle level + your
Charisma modifier) or become
Sickened for 1 round.
At 15th level, your slime coating grants you DR 10/—.
Reclusive
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.
Whenever you are in combat, your allies must succeed at a melee
Touch Attack to affect you with touch spells, and you must attempt
Saving Throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your
Caster Level were 1 higher.
At 5th level, any spells you cast only on yourself affect you as if they were modified by the
Extend Spell feat. This does not increase their level or casting time.
At 10th level, you are immune to charm spells and spell-like abilities.
At 15th level, you gain
Spell Resistance equal to 10 + your
Oracle level.
Scourge
You are a blight on the natural world. Bizarre natural hazards develop within a 300-ft radius around you whenever you linger in a natural area for more than 10 minutes, as
Curse Terrain, Lesser. You cannot choose the hazards or their locations. However, your movement is unimpeded by undergrowth, as a
Druid’s woodland stride ability, as plants wither away in your footsteps.
At 5th level, add
Feast Of Ashes to your list of 2nd-level
Oracle spells known.
At 10th level, add
Explosion Of Rot to your list of 4th-level
Oracle spells known.
At 15th level, add
Swarm Skin to your list of 6th-level
Oracle spells known.
Shadowbound
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light.
You are
Blinded for 1 round when exposed to normal or bright light and
Dazzled while in such a lit area. You gain
Darkvision to a range of 30 feet.
At 5th level, the range of your
Darkvision increases by 30 feet
At 10th level, add
Shadow Conjuration to your list of 4th-level
Oracle spells known and
Shadow Evocation to your list of 5th-level
Oracle spells known
At 15th level, add
Shadow Walk to your list of 6th-level
Oracle spells known.
Site-Bound
You bond with a particular 10-foot square, and must remain within 1,500 feet of that site or immediately become
Sickened. You must succeed at a DC 15
Fortitude Save each minute you spend outside of the boundary or become
Nauseated. For every hour spent outside of the boundary, you also take 1d4 points of
Constitution damage (no save). When within range of your bonded site, you gain a +1 bonus to your
Caster Level when casting
Oracle spells.
At 5th level, the radius increases to 2,250 feet.
At 10th level, the radius increases to 3,000 feet and the bonus to your
Caster Level when casting
Oracle spells within the boundary increases by 1.
At 15th level, you can move up to 1 mile from your bonded site.
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.
Vampirism
You crave the taste of fresh, warm blood.
You take damage from positive energy and heal from negative energy as if you were
Undead.
At 5th level, you gain
Channel Resistance +4
At 10th level, you add
Vampiric Touch to your list of 3rd-level
Oracle spells known and
Undead Anatomy II to your list of 5th-level
Oracle spells known
At 15th level, you gain
Damage Reduction 5/magic.
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.
Wolf-scarred Face
Your face is deformed, as though you were born with a wolf’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face.
You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.
At 5th level, you add
Magic Fang to your list of known spells and your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small.
At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small.
At 15th level, you add
Magic Fang, Greater to your list of known spells and the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.
Wrecker
The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.
Held objects gain the
Broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes
Broken again the following round.
Disable Device becomes a class skill for you and you can make
Disable Device checks to destroy non-magical
Traps as a
Move Action without the need to use tools or take any action beyond simply touching it.
At 5th level, whenever you attempt to damage an
Object with a
Melee Attack, reduce its
Hardness by an amount equal to your
Oracle level before determining the damage you deal with that attack.
At 10th level, any attacks you make against objects and
Constructs automatically bypass any
Damage Reduction they may possess except epic.
At 15th level, whenever you are dealt damage by an attack with a
Manufactured Weapon, you can require the weapon’s wielder to make a
Reflex Save (DC 10 +1/2 your
Oracle level + your
Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).
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