This increase changes your size category to the next larger one. Bless fills your allies with courage. At 5th level, you gain Improved Trip as a bonus feat. 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). Lesser Restoration: This spell dispels any temporary magical effects reducing one of the subject's ability scores(it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subjects ability score. You gain proficiency in all martial weapons and heavy armor. You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. You gain a powerful aura, similar to an archon's aura of menace. And I've heard that currently, you can't access level 10 spells if you merged. Raise dead also removes the death's poor condition. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature. They attack your opponents to the best of their ability. Creatures in the area take 1d6 points of bludgeoning damage per oracle level, with a Fortitude save resulting in half damage. This line deals 1d4 points of electricity damage per oracle level. As bulls strength, affects 1 subject per level. It does not restore permanent ability drain. The subject is immediately sickened for the spell's duration. At 10th level, your speed is never reduced by armor. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like couldkill and stinking cloud. Spells that deal damage have normal effects unless an affected creature succeeds at a Will save. An oracle with the battle mystery adds Persuasion, Knowledge (World), and Perception to her list of class skills. The transmuted creature becomes more poised, articulate, and personally forceful. Armor you wear no longer reduces your speed. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. 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. You blast an area with a tremendous cacophony. The 20th level is supposed to already be the capstone of the possibilities of a class. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Benefit: Select one Oracle mystery. The summoned elemental appears where you designate and acts according to its initiative check results. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration. Infernal influence grants you profane insight and weighs on your soul. You can use this ability once per day. Resist energyabsorbs only damage. Each time a creature shaken by this aura hits you with a melee attack. You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. At 10th level, you ignore difficult terrain. At 5th level, add pox pustules to your list of 2nd-level oracle spells known. Add faerie fire to your list of spells known. The line deals 1d6 points of cold damage per caster level (maximum 15d6). You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. This resistance increases to 10 at 5th level and 20 at 11th level. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. You can use this shield for 1 hour number of times per day equal to oracle level. At 13th level, this armor grants you DR 5/bludgeoning. If the creature fails, it takes a -2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. 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 your Charisma bonus. Contents 1 The Oracle 2 Class Features 3 Mysteries 3.1 Battle 3.2 Nature The Oracle Alignment: Any. Until the end of the round, your movement does not provoke attacks of opportunity. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. Deals 1d8 points per 2 caster levels (5d8 max) causing target to become blinded for 1 round. At 7th level, and every four levels thereafter, this bonus increases by +2. #1 peterebbesen Sep 8, 2021 @ 11:18pm Archetypes have penalties to make up for their benefits, which is why they are not straight up superior to the default class. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. You emanate waves of intense pleasure that cause all targets within range to falter. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. This spell summons to your side medium fire, water, air, or earth elemental. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier. A flying creature incapable of hovering must land immediately in order to prostrate itself. These divine vessels are granted power without their consent, selected by providence to wield powers that even they do not fully understand. M This spell has a material component not normally included in a spell component pouch. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds -- the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save. You must succeed on a melee touch attack to touch the target. See Oracle Mysteries here. You must be at least 11th level to select this revelation. Spells are also sorted into different schools. You can use this shield for 1 hour number of times per day equal to oracle level. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its hearts regeneration, it doesnt immediately die when your next turn begins. You fire a shimmering arrow of pure of pure order from your holy symbol at any one target in range of law takes 1d8 points of damage per two caster levels ( maximum 5d8). A Reflex save halves this damage. As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. Whenever you are reduced to negative hit points, you automatically start healing. Whenever this ability gives a target a negative level, you heal a number of hit points equal to your oracle level. 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. Oracle number of known spells at level 3. This mystery also grants additional class skills and other special abilities. You take a -4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. Add all summon nature's ally spells to your spell list. At 15th level, you are immune to the nauseated condition. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spells save DC) for each negative level. You are closely surrounded by barely visible magical field. Clerics are also proficient with the favored weapon of their deities. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. The shining gems from this list are IronSkin+MagicVestment, Gr. As a standard action, you can breathe a 30-foot line of electricity. An oracle with the nature mystery can choose . This spell functions likelesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature. You can conjure armor of ice that grants you a +4 armor bonus. And: This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. A creature has its skeleton rattle within its flesh causing grievous harm. When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. At 13th level, you can assume the form of a Huge fire elemental, as elemental body IV. Each affected undead may attempt a Will save for half damage. You take a -4 penalty on Charisma-based skill checks, except for Persuasion skill checks when used to intimidate. 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. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. Oracles are divine vessels that are granted power without their consent, selected by providence to wield powers that even they do not fully understand. This spell summons to your side a small fire, water, air, or earth elemental. Success means that the curse is removed. A successful Will save reduces the damage to half and negates the daze effect. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Summoned monsters appear where you designate and act according to their initiative check results. When the spell absorbs 12 points per caster level of energy damage (to a maximum if 120points at 10th level), it is discharged. The summoned elemental appears where you designate and acts according to its initiative check results. At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage reduction. Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level). At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. A successful Saving Throw halves the damage and negates the stun effect. You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. It now gives a permanent 10% spell failure chance on everything you cast (not shown in the spell failure tab). When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Lame is going to be really rough on a battle oracle. Curse of Idiocy -- The subject suffers a -6 penalty to Intelligence, Wisdom, and Charisma scores. This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). You must be at least 7th level to select this revelation. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). Like other inflict spells, it cures undead in its area rather than damaging them. Cure of weakness -- The subject suffers a -6 penalty to Strength and Dexterity scores. You gain resist fire 5. You must still select these spells using your allotment of spells known. You gain Weapon Focus. Your inspired words overwhelm others with transcendental bliss. You must be at least 11th level to select this revelation. This fire deals 1 point of fire damage per caster level at the beginning of the burning creature's turn. You restore life to a deceased party member. Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. A successful will save reduces the damage to half and negates the daze effect. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. 2nd-level spells, general feat, signature spells, skill increase. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score 1, whichever is less negative. You must be at least 7th level to select this revelation. As a standard action, you can create a blast of air accompanied by a loud peal of thunder. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. I suggest Monk for the defense if you don't mind losing your armor. You can use this shield for 1 hour number of times per day equal to oracle level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. This spell functions like circle of death, except that it destroys undead creatures. Creatures with 6 or more HD are immune t this effect. A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). Regardless of its source, the mystery manifests in a . Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Azata champions developed this spell to deal with fiends with unknown resistances. Often you can grant flat footed to an ally, or reposition a foe to your friends advantages . Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. They attack your opponents to the best of their ability. Re: [PF] Favorite Mysteries/Curses for Oracles? This advice grants you a +2 bonus on your next d20 roll in the next round. This mystery cannot be a mystery you already have, and you must still meet the deity requirement of the selected mystery. This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). 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. At 15th level, add hellfire ray to your list of spells known. It appears where you designate and acts according to its initiative check results. The range of true seeing conferred is 120 feet. You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. You do not need to meet the prerequisite to gain this feat. Immune to Fatigue helps Rage-cycling, and the loss of movement speed from Lame is offset by the Barbarian's bonus, so "no . Each affected creature takes a -1 penalty on attack and a -1 penalty on saving throws against fear effects. Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. You can create a 20-foot radius storm. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. 1. Cause fear dispels remove fear. 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. Hit points gained by a temporary increase in Constitution score are not temporary hit points. You take on an aspect of an angelic being, including some of its physical characteristics. While in this strange dream state, the target ,moves at half its normal speed. She can cast any spell she knows without preparing it ahead of time. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2-6 are fixed. Spellcasting An oracle casts divine spells drawn from the cleric spell lists. Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).. You can cause terrible wounds to appear on a creature with a melee touch attack. Creatures with reach weapons are not subject to this damage if they attack you. This transformation lasts 1 round per oracle level. Sorcerers use spells in battle. As a standard action, you can unleash a 15-foot cone of flame from your mouth. Thie spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. You may use this ability a number of times per day equal to your Charisma modifier. Oracles vs. cleric When I played Kingmaker, I used cleric for channel positive energy for healing, and then bless for attack roll buff. At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage reduction. Like other inflict spells, it cures undead in its area rather than damaging them. I haven't seen cleric in WotR yet, but I just met Oracle who can pretty much do the exact same thing. As a standard action, you charge and throw a pebble that detonates when it strikes a target as a ranged touch attack. You call up unholy power to smite your enemies. You can use this ability once per day, plus one time per day for every three levels you possess. Summoned monsters appear where you designate and act according to their initiative check results. You must be 11th level to select this revelation. After that the spell's effect ends. With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). At 10th level, you gain immunity to disease. You detoxify any sort of venom in the creature or object touched. You take control of a target living creature's skeleton. These winds grant you a fly speed of 60 feet with perfect maneuverability. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). This spell summons to your side an elder fire, water, air, or earth elemental. This abjuration has four effects. At 15th level, you are immune to the exhausted condition. At 7th level, you receive channel resistance +2. < 1 2 3 > Showing 1 - 15 of 33 comments phadin Sep 12, 2021 @ 10:17am I suggest one more level of Oracle, so you get access to level 8 spells at least. All allies within the area of effect are freed from any harmful emotion effects. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and forth. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. The ray has a range of 30 feet. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster level.