Oracle

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.

Hit Dice: d8
Starting Gold: 140 gp

Class Skills
Your class skills are Athletics (Str), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Scrutiny (Int/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.

Table: Oracle
Level BAB Fort Ref Will Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Fate pool, 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 +2 +2 +6 Mystery spell 6 6 5 3
9th +6 +3 +3 +6 6 6 6 4
10th +7 +3 +3 +7 Mystery spell 6 6 6 5 3
11th +8 +3 +3 +7 Revelation 6 6 6 6 4
12th +9 +4 +4 +8 Mystery spell 6 6 6 6 5 3
13th +9 +4 +4 +8 6 6 6 6 6 4
14th +10 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3
15th +11 +5 +5 +9 Revelation 6 6 6 6 6 6 4
16th +12 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3
17th +12 +5 +5 +10 6 6 6 6 6 6 6 4
18th +13 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3
19th +14 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4
20th +15 +6 +6 +12 Final revelation 6 6 6 6 6 6 6 6 6
Table: Oracle Spells Known
Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Class Features
The following are the class features of the oracle.

Weapon and Armor Proficiency: You are proficient with weapons (simple), armor (light, medium), and shields (not tower shields).

Spells (Cha): You cast spells which are drawn from your spell list. Your spell list consists of all simple spells, all divination spells, all spells listed in your mystery, and spells with the negative energy and positive energy descriptors. You do not need to prepare spells to cast them but you only know a limited number of spells as any time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level.

Like other spellcasters, you can cast only a certain number of spells per day of each spell level. You receive bonus spells per day if you have a high Charisma score.

Unlike other spellcasters, your selection of spells is extremely limited. You begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new oracle level, you gain one or more new spells, as indicated on the spells known table.

In addition to the spells gained as you gain levels, you also add all of either the cure spells or the inflict spells to your list of spells known. These spells are added as soon as you can cast them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every oracle level after that, you can choose to learn a new spell in place of one you already know. In effect, you lose 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. You 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. You cannot swap any cure or inflict spells, nor can you swap any spells gained from your mystery.

You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Fate Pool (Su): At 1st level, you gain a reservoir of opportunity energy that you can draw upon to alter the fate of you and others. This fate pool has a number of points equal to ½ your oracle level + your Charisma modifier. This pool refreshes once per day when you regain your spell slots.

At 1st level, you can expand 1 fate point from your fate pool to do any of the following:

  • activate a rally spell effect as a standard action (duration 1 minute)
  • activate a sanctuary spell effect as an immediate action (duration 1 minute)
  • reroll a saving throw and take the second result as a free action
  • reroll a damage roll and take the second result as a free action

At 5th level, you can spell 1 fate point from your fate pool to do any of the following:

  • reroll a caster check or an attack roll and take the second result as a free action.
  • force an opponent to reroll an attack roll, damage roll, or saving throw as a free action

Mystery (Cha): You draw upon a divine mystery to grant your 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. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. You must pick one mystery upon taking your first level of oracle. Once made, this choice cannot be changed.

You must choose from among the following mysteries. Unless otherwise noted, the DC to save against mystery revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.

At 2nd level, and every two levels thereafter, you learn an additional spell derived from your mystery.

Oracle's Curse (Ex): You are 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. Your curse cannot be removed or dispelled without the aid of a deity. Your curse is based on your oracle level. You must choose one of the following curses.

Orisons: You learn a number of orisons, or 0-level spells, as noted on the Spells Known table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation (Cha): At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), you uncover a new secret about your mystery that grants you powers and abilities. You must select a revelation from the list of revelations available to your mystery or from the universal list below. If a revelation is chosen at a later level, you gain the abilities and bonuses granted by that revelation based on your current level. Unless otherwise noted, activating the power of a revelation is a standard action.

There are no current universal revelations but it is a reasonable design space.

Final Revelation: At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities. The nature of these bonuses depends upon your mystery.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.