Seeker

 
 bab1 icon_hp-pathfinder-wrath-of-righteous-wiki-guide SP
3/4 BAB +5 3

Seeker is a class in Pathfinder: Wrath of the Righteous. 

 

"Oracles gain their magical powers through strange and mysterious ways, be they chosen by fate or blood. While most might be content with their strange powers, some oracles join the Pathfinders specifically to find out more about their mysteries and determine the genesis and history of their eldritch talents. These spellcasters are known among the Spells as seekers, after their obsession with researching ancient texts and obscure ruins for any clues they can find about their heritage and histories."

 

Seeker Information

  • High saves: Will, Reflex
  • Low Save: Fortitude
  • Class skills: Persuasion, Lore (Religion), Lore (Nature), Knowledge (World) , Knowledge (Arcana) 
  • Seekers are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

 

 

 

 

Seeker Progression

Level

Abilities

 1 Revelation, Oracle's Curse, Seeker Proficiencies, Mystery, Additional Spells, Seeker's Trapfinding
 2  
 3  
 4  
 5 Seeker Bonus Feat
 6  
 7 Revelation
 8  
 9  
 10 Seeker Bonus Feat
 11 Revelation
 12  
 13  
 14  
 15 Seeker Bonus Feat
 16  
 17  
 18  
 19 Revelation
 20 Final Revelation

 

Seeker Abilities

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).

 

 

 

 

Oracle Mystery in Pathfinder: Wrath of the Righteous

 

Mystery

Effects

Revelation

Ancestor

An oracle with the ancestor mystery adds all knowledge and lore skills to her list of class skills.

Oracles with the ancestor mystery automatically learn the following spells at the appropriate level:

Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus.

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit of the Warrior: You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and any weapon you are wielding gains the Keen enchantment. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation.

Storm of Souls: You can summon the spirits of your ancestors to attack in a ghostly barrage - their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Final Revelation: Upon reaching 20th level, you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense up to a range of 60 feet, and a +4 bonus on your caster level for all divination spells. You can cast foresight as a spell-like ability once per day.

Battle

An oracle with the battle mystery adds Persuasion, Knowledge (World), and Perception to her list of class skills.

Oracles with the battle mystery automatically learn the following spells at the appropriate level:

Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Iron Skin: Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as the stoneskin spell, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Final Revelation: Upon reaching 20th level, you become an avatar of battle. You gain the Pounce ability. Whenever you confirm a critical hit, you can ignore any DR the target might possess. Whenever an enemy tries to confirm a critical hit against you, you gain a +4 insight bonus to your AC for this check.

Bones

An oracle with a bones mystery adds Persuasion and Stealth to her list of class skills.

Oracles with the bones mystery automatically learn the following spells at the appropriate level:

Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you Damage Reduction 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Death's Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Near Death (Su): You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the bonus increases to +4.

Resist Life (Su): You are treated as an undead creature when you are targeted by positive or negative energy. You are not subject to Turn Undead or Command Undead (or any other effect that specifically targets undead), unless you are actually an undead creature. At 7th level, you receive channel resistance +2. This bonus increases by +2 at 11th and 15th level.

Soul Siphon: As a ranged touch attack, you can unleash a ray that causes a target to gain one negative level. The ray has a range of 30 feet. This negative level lasts for a number of minutes equal to your Charisma modifier. Whenever this ability gives a target a negative level you heal a number of hit points equal to your oracle level. You can use this ability once per day, plus one additional time at 11th level and every four level thereafter. You must be at least 7th level to select this revelation.

Spirit Walk: As a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except those made of force). You remain in this form for a number of rounds equal to your oracle level. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation.

Final Revelation: You gain Power Word Kill and Animate Dead as spell-like abilities.

Flame 

An oracle with the flame mystery adds Mobility, Persuasion, and Athletics to her list of class skills.

Oracles with the flame mystery automatically learn the following spells at the appropriate level:

Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.

Burning Magic: Whenever a creature takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per caster level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished if the creature succeeds at a Reflex save (using DC = 10 + half Oracle level + Charisma modifier).

Cinder Dance: Your base speed increases by 10 feet. At 10th level, you ignore difficult terrain. Oracles with the lame oracle curse cannot select this revelation.

Firestorm: As a standard action you can cause fire to erupt around you. You can create one 20-foot radius area of fire. Any enemy caught in these flames takes 1d6 points of fire damage per oracle level, with a Reflex save resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. YTou can use this ability once per day. You must be at least 11th level to select this revelation.

Form of Flame: As a standard action, you can assume the form of the Small fire elemental, as elemental body I. At 9th level, you can assume the form of a medium fire elemental, as elemental body II. At 11th level, you can assume the form of a large fire elemental, as elemental body III. At 13th level, you can assume the form of a huge fire elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.

Final Revelation: At 20th level, all spells with the fire descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Life

An oracle with the life mystery adds Lore (Nature) to her list of class skills.

Oracles with the life mystery automatically learn the following spells at the appropriate level:

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation (as the battle mystery revelation.)

Enhanced Cures: Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, or the target ends it as a free action.

Safe Curing: Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

Spirit Boost: Whenever your healing spells heal a target up to its maxmimum hit points, any excess points persist for one round per level as temporary hit points (up to a maxmimum number of temporary hit points equal to your oracle level).

Lifesense: You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.

Final Revelation: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects.

Nature

An oracle with the nature mystery adds Athletics and Lore (Nature) to her list of class skills.

Oracles with the nature mystery automatically learn the following spells at the appropriate level:

Animal Companion: You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be a Black Horse, Horse, or Wolf. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. 

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.

Friend to the Animals (Ex): Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

Nature's Whispers: You have beocme so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Life Leech: You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points last a number of hours equal to your Charisma modifier. The target recieves a fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 7th level before selecting this revelation.

Final Revelation: At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can change your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, as a full-round action. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transfomation is made.

Stone

An oracle with the stone mystery adds Athletics and Persuasion to her list of class skills.

Oracles with the stone mystery automatically learn the following spells at the appropriate level:

Acid Skin (Ex): You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability.

Mighty Pebble (Su): As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack and damage for every four oracle levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Shard Explosion (Su): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Stone Stability (Ex): You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.

Touch of Acid (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of acid damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield deals +1d6 points of acid damage, similar to how a flaming weapon operates.

Final Revelation: At 20th level, all spells with the acid descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Waves

An oracle with the waves mystery adds Mobility, Lore (Nature), and Athletics to her list of class skills.

Oracles with the waves mystery automatically learn the following spells at the appropriate level:

Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Icy Skin (Ex): You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon.

Blizzard: As a standard action, you can create a blizzard of snow and ice. You can create a 20-foot radius storm. Any enemy caught in the blizzard takes 1d4 points of cold damage per oracle level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. You can use this ability once per day. You must be 11th level to select this revelation.

Punitive Transformation: You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts 1 round per oracle level. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation.

Final Revelation: At 20th level, all spells with the cold descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

Wind

An oracle with the wind mystery adds Mobility and Stealth to her list of class skills.

Oracles with the wind mystery automatically learn the following spells at the appropriate level:

Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Spark Skin (Ex): You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.

Touch of Electricity (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a shock weapon.

Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Invisibility: As a standard action, you can become invisible (as per the invisibility spell). You can remain invsible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.

Thunderburst: As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has long range and has a 20-foot radius. Creatures in the area take 1d6 points of bludgeoning damage per oracle level, with a Fortitude save resulting in half damage. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Final Revelation: At 20th level, all spells with the electricity descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.

 

 

Oracle's Curse

 

Name

Description

Effects

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 burning arc to your list of spells known.

At 10th level, add fire snake to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add hellfire ray to your list of spells known.

Demonic

Your heart is cursed with the pull of the Abyss.

Creatures instinctively distrust you, and you take a -3 penalty on Persuasion skill checks when used for diplomacy.

You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you.

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.

Hellbound

Infernal influence grants you profane insight and weighs on your soul.

Creatures instinctively distrust you, and you take a -3 penalty on Persuasion skill checks when used for diplomacy.

You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you.

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.

 Lame

 --  

One of your legs is permanently wounded, reducing your base land speed by 10 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.

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 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.

At 15th level, you are immune to the effects of disease.

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.

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.  

You take a –4 penalty on initiative checks. Add faerie fire to your list of spells known.

At 5th level, add glitterdust and mirror 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 insanity to your list of spells known.

Wasting

Your body is slowly rotting away.  

You take a –4 penalty on Charisma-based skill checks, except for Persuasion skill checks when used to 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 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 greater magic fang 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.

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard

 




Tired of anon posting? Register!
Load more
⇈ ⇈