Oracle Class Features/Abilities

Oracle Features
Lone Strider Features
Enlightened Philosopher Features
Divine Herbalist Features
Seeker Features
Possessed Oracle Features
Purifier Features
Wind Whisperer Features

 

Oracle Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Additional Spells

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.

Oracle's Curse

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.

 

 

 

 

Lone Strider Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

Mystery (Lone Strider)

A lone strider must choose a mystery that adds Lore (Nature) to his list of class skills.

 

Additional Spells

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.

Oracle's Curse

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.

Recluse's Strider

Your base speed increases by 10 feet. At 5th level, once per round when leaving a square, you treat the square as though it isn't threatened by any opponents that you can see. At 10th level, you can teleport to a medium distance as a move action. You can teleport a number of times per day equal to 3 + your Charisma modifier.

 

 

 

Enlightened Philosopher Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Additional Spells

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.

Oracle's Curse

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.

Mental Acuity

Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things — and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter.

Final Revelation (Enlightened Philosopher)

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 modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Once per day, should you die, 1 round after dying you are reborn as a living example of the summoning of your chosen philosophy. Your body re-forms with all your equipment, and you return to life with maximum hit points.

 

Skill Focus - Knowledge (World)

You get a +3 bonus on all checks involving Knowledge (World). If you have 10 or more ranks in Knowledge (World), this bonus increases to +6.

 

 

 

 

 

Divine Herbalist Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Additional Spells

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.

Oracle's Curse

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.

Healer's Way

A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

Master Healing Technique

At 7th level, whenever a divine herbalist heals a living creature with her healer's way ability, as a free action she can attempt a Lore (Nature) check to remove certain conditions from the target, with each condition set having an accompanying Lore (Nature) DC (see the list below). Failure by 5 or more causes the target to become sickened for 1 round (if the divine herbalist is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.\nSevere Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.

 

Master Herbalist

A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Lore (Nature)checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Lore (Nature) checks.
This ability replaces the additional class skills the oracle gains from her mystery.

Brew Potions

Allows you to brew potions of spells up to level 3 during camping.

 

 

 

 

Seeker Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Additional Spells

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.

Oracle's Curse

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.

Fade from Memory

At 7th level, whenever there are no enemies within 10 feet, you gain 20% concealment for one round as a free action. At 14th level, you instead gain 50% concealment for one round. You can use this ability a number of times per day equal to your oracle level.

Seeker Bonus Feat

At 5th, 10th and 15th level, seeker gains a bonus feat from the following list: 
Augment Summoning, Superior Summoning, Combat Casting, Greater Elemental Focus, Greater Spell Focus, Greater Spell Penetration, Metamagic (Empower) Metamagic (Extend) Metamagic (Heighten), Metamagic (Maximize), Metamagic (Quicken), Metamagic (Reach), Elemental Focus, Spell Focus, Spell Penetration, Spell Specialization

 

Seeker's Trapfinding

Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Trickery as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Trickery skill checks (minimum +1).

 

 

 

 

 

Possessed Oracle Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Additional Spells

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.

Powerless Prophecy

You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature, but 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 the first round of combat.

Fade from Memory

At 7th level, whenever there are no enemies within 10 feet, you gain 20% concealment for one round as a free action. At 14th level, you instead gain 50% concealment for one round. You can use this ability a number of times per day equal to your oracle level.

Two Minds

You gain a +2 bonus on saving throws against mind-affecting effects. At 7th level, the bonus increases to +4.

 

 

Purifier Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

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. 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.

 

Celestial Armor (Purifier)

At 7th level, a purifier's armor takes on a golden or silvery sheen and becomes light as a feather. She also gains armor training as a fighter 4 levels lower than her oracle level. At 11th level, a purifier gains heavy armor proficiency.

Oracle's Curse

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.

Fade from Memory

At 7th level, whenever there are no enemies within 10 feet, you gain 20% concealment for one round as a free action. At 14th level, you instead gain 50% concealment for one round. You can use this ability a number of times per day equal to your oracle level.

Sacred Scourge

At 5th level, a purifier may channel holy power as a cleric of her level to harm evil outsiders . She may use this ability a number of times per day equal to 1 + her Charisma modifier.

 

Sin Eater

At 11th level, a purifier can consume a curse, enchantment, or emotion effect by touch as a full-round action. She can do this a number of times per day equal to her Charisma{/g} modifier, and must make a dispel check with a bonus equal to Charisma modifier against the effect. If the check succeeds, the effect is negated; however, the purifier is sickened for 1d4 rounds.

 

 

 

 

 

Wind Whisperer Features

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.

Oracle Proficiencies

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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.

Wind

An Oracle with the wind Mystery adds Mobility and Stealth to her list of class skills.

 

Additional Spells

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.

Oracle's Curse

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.

Fade from Memory

At 7th level, whenever there are no enemies within 10 feet, you gain 20% concealment for one round as a free action. At 14th level, you instead gain 50% concealment for one round. You can use this ability a number of times per day equal to your oracle level.

Haste of the Wind

Starting at 7th level, as a swift action Wind Whisperer can affect all allies in 30 feet radius with the haste spell effect for a number of rounds equal to his Charisma modifier. This ability can be used once per day plus one more time for every six oracle levels.

 

Freedom of the Wind

Starting at 15th level, as a swift action Wind Whisperer can affect all allies in 30 feet radius with the freedom of movement spell effect for a number of rounds equal to his Charisma modifier. This ability can be used once per day plus one more time for every six oracle levels.

 

 

 

 

 




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