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.

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.

Level Base Attack Fortitude Reflex Will Special
1 +0 +0 +0 +2 Mystery, Oracle's Curse, Orisons, Revelation
2 +1 +0 +0 +3 Mystery Spell
3 +2 +1 +1 +3 Revelation
4 +3 +1 +1 +4 Mystery Spell
5 +3 +1 +1 +4 -
6 +4 +2 +2 +5 Mystery Spell
7 +5 +2 +2 +5 Revelation
8 +6/+1 +2 +2 +6 Mystery Spell
9 +6/+1 +3 +3 +6 -
10 +7/+2 +3 +3 +7 Mystery Spell
11 +8/+3 +3 +3 +7 Revelation
12 +9/+4 +4 +4 +8 Mystery Spell
13 +9/+4 +4 +4 +8 -
14 +10/+5 +4 +4 +9 Mystery Spell
15 +11/+6/+1 +5 +5 +9 Revelation
16 +12/+7/+2 +5 +5 +10 Mystery Spell
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 Mystery Spell
19 +14/+9/+4 +6 +6 +11 Revelation
20 +15/+10/+5 +6 +6 +12 Final Revelation

Spells Per Day

Level 1 2 3 4 5 6 7 8 9
1 3 - - - - - - - -
2 4 - - - - - - - -
3 5 - - - - - - - -
4 6 3 - - - - - - -
5 6 4 - - - - - - -
6 6 5 3 - - - - - -
7 6 6 4 - - - - - -
8 6 6 5 3 - - - - -
9 6 6 6 4 - - - - -
10 6 6 6 5 3 - - - -
11 6 6 6 6 4 - - - -
12 6 6 6 6 5 3 - - -
13 6 6 6 6 6 4 - - -
14 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6

Spells Known

Level 0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 3 - - - - - - - -
4 6 3 1 - - - - - - -
5 6 4 2 - - - - - - -
6 7 4 2 1 - - - - - -
7 7 5 3 2 - - - - - -
8 8 5 3 2 1 - - - - -
9 8 5 4 3 2 - - - - -
10 9 5 4 3 2 1 - - - -
11 9 5 5 4 3 2 - - - -
12 9 5 5 4 3 2 1 - - -
13 9 5 5 4 4 3 2 - - -
14 9 5 5 4 4 3 2 1 - -
15 9 5 5 4 4 4 3 2 - -
16 9 5 5 4 4 4 3 2 1 -
17 9 5 5 4 4 4 3 3 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3

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.

Spells: An oracle casts divine spells drawn from the cleric spell lists. 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.

Cleric Spells

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 above. In addition, she receives bonus spells per day if she has 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 her choice. At each new oracle level, she gains one or more new spells. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score.

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.

Oracle Mysteries

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 above. They cannot be exchanged for different spells at higher levels.

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.

  • 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.

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: 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.


Oracle Archetypes

Dual-Cursed Oracle (Archetype)

All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.

Recommended Mysteries: Any.

Oracle’s Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Class Skills: A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

  • Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
  • Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional

time per day for every six oracle levels beyond 5th.


Enlightened Philosopher (Archetype)

The enlightened philosopher seeks enlightenment through compassion, moderation, and humility. By following her philosophy’s teachings, the enlightened philosopher seeks to reach enlightenment and become one with the universe.

Alignment: Any lawful.

Recommended Mysteries: ancestor, fire, heavens, lore, metal, nature, stone, time, waves, wood.

Class Skills: An enlightened philosopher adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills from her mystery.

Bonus Spells: owl’s wisdom (4th), water walk (6th), discern lies (8th), true seeing (10th), wind walk (12th), ethereal jaunt (14th), moment of prescience (16th), astral projection (18th). These bonus spells replace the oracle’s mystery bonus
spells at these levels.

Revelations: An enlightened philosopher must take the following revelation at 7th level.

  • Mental Acuity (Ex): As the lore mystery revelation.

Final Revelation: Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modif ier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reborn 3 days later as a living example of the summoning of your chosen philosophy (treat as the reincarnate spell). This replaces the final revelation of the oracle’s mystery.


Planar Oracle (Archetype)

A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself.

Recommended Mysteries: dark tapestry, flame, heavens, stone, waves, wind.

Bonus Spells: endure elements (2nd), elemental speech (4th), tongues (6th) , planar adaptation (8th), plane shift (10th) , mass planar adaptation (12th), shadow walk (14th), etherealness (16th), gate (18th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: At 1st level, you must choose one Outer Plane with which you have an affnity. This choice cannot be changed. A planar oracle must take the following revelation at 3rd level.

  • Planar Resistance (Su): At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane. At 11th level, your energy resistance increases to 20.

Final Revelation: At 20th level , you become an extraplanar creature. Choose one outer plane, such as Heaven or the Abyss. You gain superficial physical characteristics as appropriate to natives of your chosen outer plane. For example, if your chosen plane is Heaven, you gain angelic features such as a halo and metallic skin. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or prof iciencies. Your type changes to “outsider (extraplanar),” except on your associated plane, where your type is “outsider (native).” In addition, you gain immunity to your associated energy type and gain damage reduction 10/magic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. This replaces the final revelation of the oracle’s mystery.


Possessed Oracle (Archetype)

Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.

Recommended Mysteries: Any.

Oracle’s Curse: A possessed oracle must choose the haunted or tongues curse at 1st level.

Bonus Spells: ventriloquism (1st), spider climb (4th) , screech (6th), sleepwalk (8th), telekinesis (10th) , animate objects (12th) , divine vessel (16th). These bonus spells replace the oracle’s normal mystery bonus spells at these levels.

Revelations: A possessed oracle must take the following revelation at 1st level.

  • Two Minds (Su): You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.

Seer (Archetype)

While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Recommended Mysteries: lore, nature, time.

Bonus Spells: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A seer must take the following revelations at the listed levels.

  • Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.
  • Gift of Prophecy (Su) : Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Stargazer (Archetype)

Some oracles seek meaning in the pattern of the stars across the night sky, the trails of comets, and the eternal orbits of the planets.

Recommended Mysteries: dark tapestry, heavens, lore, nature, time.

Class Skills: A stargazer adds Knowledge (nature), Perception, and Survival to her list of class skills. These replace the additional class skills from her mystery.

Bonus Spells: faerie fire (2nd), glitterdust (4th), guiding star (6th), wandering star motes (8th), meteor swarm (18th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A stargazer must take the following revelations at the listed levels.

  • Guiding Star (Su): As the heavens mystery revelation. You must take this revelation at 1st level.
  • Star Chart (Ex): As the heavens mystery revelation. You must take this revelation at 7th level.
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