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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.



Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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.

Table: Oracle
Level
BAB
Fort Save
Ref Save
Will Save
Special
Spells
1
2
3
4
5
6
7
8
9
1st
+0
+0
+0
+2
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
Strange Blessings
6
4
6th
+4
+2
+2
+5
Mystery spell
6
5
3
7th
+5
+2
+2
+5
Revelation
6
6
4
8th
+6/+1
+2
+2
+6
Mystery spell
6
6
5
3
9th
+6/+1
+3
+3
+6

6
6
6
4
10th
+7/+2
+3
+3
+7
Mystery spell
6
6
6
5
3
11th
+8/+3
+3
+3
+7
Revelation
6
6
6
6
4
12th
+9/+4
+4
+4
+8
Mystery spell
6
6
6
6
5
3
13th
+9/+4
+4
+4
+8
Star Fall
6
6
6
6
6
4
14th
+10/+5
+4
+4
+9
Mystery spell
6
6
6
6
6
5
3
15th
+11/+6/+1
+5
+5
+9
Revelation
6
6
6
6
6
6
4
16th
+12/+7/+2
+5
+5
+10
Mystery spell
6
6
6
6
6
6
5
3
17th
+12/+7/+2
+5
+5
+10

6
6
6
6
6
6
6
4
18th
+13/+8/+3
+6
+6
+11
Mystery spell
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+6
+6
+11
Revelation
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+6
+6
+12
Final Revelation
6
6
6
6
6
6
6
6
6

Table: Oracle Spells Known
Level
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

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.

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 on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

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, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers onTable: 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 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.

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 on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Each oracle must choose from among the following mysteries.

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.

(Editor's Notes: 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 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.

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.

Strange Blessings
Starting at 5th level whenever the Oracle casts a spell which augments her allies abilities she gains additional benefits. The range of the spell increases by 1 step (Touch becomes Close, Close becomes Medium, Medium becomes Long) and the critical hit chance of these spells increases by 15%.

Star Fall
Starting at 13th level the Oracle gains the supernatural ability to call down the stars themselves to aid her. By taking 1 standard action the Oracle may raise her hands to the sky and beckon the heavens, 2 rounds after she calls the heavens an amount of glowing white orbs equal to half her oracle levels appear and orbit around her body. These orbs persist for 1 minute per oracle level and may be willed as a projectile toward a target dealing 1d6 divine damage per two oracle levels (max 10d6, ranged touch attack with range of 60 ft.) or may be consumed to heal allies for 1d8 per two oracle levels (max 10d8, range of 60 ft.). This ability may be used once per day at 13th level and twice per day at 18th level. Using one of these orbs 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.