Campaign of the Month: June 2012
New Oracle Curses
The following is a list of curses (original and new) that an oracle may choose for her character. These curses come from Paizo’s Advanced Player’s Guide, Super Genius Game’s Advanced Options: Oracle’s Curses, Above Average Creations’ Oracle Curses, Open Design’s _Devine Favor: The Oracle), and a few forums on the internet. Some curses may be similar in name or function. An oracle may choose only one version of the curse, even if they have a feat which grants them more than one curse.
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.
Addict: You suffer supernatural cravings, and only powerful narcotics fulfill them. If you have not taken drugs within 24 hours, and drugs are potentially available, you must make a Fortitude save (DC 10 + 1/2 your oracle level) or take whatever action is necessary to acquire and take at least one dose of drugs. If drugs are not potentially available, your depression and jitters cause you to gain the sickened condition. Taking drugs can lead to additional addiction (see the section on Drugs and Addiction in the GameMastery Guide). While you can be cured of the addiction to a specific drug normally, the curse of your overall addiction cannot be removed by anything short of deific intervention (as with any oracle’s curse).
If you have taken drugs within the past 24 hours, you undergo an occult euphoria that boosts your mystic power, increasing the save DC of all but your most powerful oracle spells. Calculate the save DC of any oracle spell you cast as if it was of a spell level equal to the highest level oracle spell you can cast. (AO:OC)
Ailing: You are always at least mildly sick, suffering from a cough, aches, ague, fever, or fainting spells. After any strenuous activity (including combat), you must make a Constitution check (DC 10 + 1/2 your oracle level) or be fatigued until you receive 2 hours uninterrupted rest. Also, unless you have received a Heal check (DC 15 +1/2 your oracle level) within 24 hours to care for your infirmity, you also suffer a –2 penalty to Fortitude saves plus an additional –2 to any saving throw against any effect that makes you sickened or nauseated.
Add lullaby and touch of fatigue to your list of spells known. At 5th level, add chill touch and ray of enfeeblement to your list of spells known. At 10th level, add waves of fatigue to your list of spells known. At 15th level, add waves of exhaustion to your list of spells known. (AO:OC)
Amputee: When you were young, you lost one hand in a freak accident that also marked the beginning of your development as an oracle. The hand has never re-grown, and no power short of a god’s direct intervention can restore it or make any magic or mechanical replacement function in its place. You still experience sensations from your severed hand, randomly feeling heat, cold, and tingling in your missing digits as if you possessed a phantom hand that still existed in some other place.
Add arcane mark and ghost sound to your list of spells known. At 5th level, add disguise self and silent image to your list of spells known. At 10th level, add dimension door to your list of spells known. At 15th level, add ethereal jaunt to your list of spells known. (AO:OC)
Bedlam: Oracles with the curse of Bedlam have a tendency to slip into madness, eventually others are drawn into the illusionary world of the oracle’s mind. Every morning the Oracle must roll a D6. Based on this roll, they will gain the following negative effect:
- 1) Confusion: In stressful situations the oracle is confused for 1d3 rounds
- 2) Craven/Paranoia: -5 on saving throws vs fear, and a +2 on Perception checks
- 3) Scytsophrenia: During stressful situations the oracle begins to act with a single exaggerated emotion: sadness, anger, happiness.
- 4) Hallucinations: Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive. They will believe this hallucination unless they succeed on a Will save DC 10 + Oracle HD (with more power they possess, the harder it is for them to perceive what is real or not).
- 5) Phobia: The Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM’s preference.
- 6) Fidgets: The oracle has difficulty performing fine tasks with their hands, such as writing or using finesse weapons. -2 on Dex based skills and attack rolls.
Bonus 1st level: +2 to the DC of all Illusion and Enchantment spells cast. ghost sounds at will.
Bonus 5th level: mad hallucination at will. Gain +2 to saving throws to resist Illusion and Mind affecting spells and abilities.
Bonus 10th level: 1/day confusion. Gain +4 (total) to saving throws to resist Illusion and Mind affecting spells and abilities.
Bonus 15th level: 1/day insanity_. 1/day Automatically succeed one Will saving throw vs Mind affecting or Illusionary spells or abilities. (_other)
Claustrophobic: The sky and stars above you fill you with confidence, but you cannot long abide their absence. You must make a Concentration check to cast any oracle spell when you are not able to see the open sky, even if only through a nearby window or open doorway. At 5th level, your connection to the stars provides you with low-light vision, if you do not already have it, and doubles the range of any previously existing low-light vision. At 10th level, you are so inspired by the open sky that you receive a +1 bonus to the difficulty class of your spells and to your checks to overcome spell resistance, so long as both you and your target(s) are under the open sky. At night, under the stars, you also cast all spells at +1 caster level. At 15th level, the night sky whispers soothingly to you, and as long as you remain out of doors, you count hours spend awake and active under the stars as restful sleep, both for the purpose of resting, and for the purposes of regaining spells. Hours spent under the night sky engaged in tiring activity, such as a forced march, does not count as ‘restful’ for this purpose. (other)
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. (APG)
Convulsions: You suffer from sudden, uncontrollable convulsions. Whenever you roll a 1 (the die roll shows a “1”) on an attack roll, skill check, ability check, or Reflex save, you drop all items you are holding and cannot take attacks of opportunity until the beginning of your next turn. However, as a result of these tremors, you have learned the limits of how your body twists and bends, gaining a bonus to all Reflex saves and Escape Artist checks equal to half your oracle level. (AO:OC)
Coward: You are fearful. Fear effects count as one step greater when they affect you, and you take a –2 penalty to saving throws to resist fear effects and spells. If such an effect panics you, its duration lasts 50% longer. You are also more wary than a normal person. You receive a +2 insight bonus to initiative checks and to Perception and Sense Motive skill checks.
At 5th level, you gain uncanny dodge (as the barbarian ability of the same name). At 10th level, you gain improved uncanny dodge. At 15th level you gain a +4 insight bonus to initiative checks and can take a move action or a standard action during the surprise round even if you are surprised. (DF:TO)
Curse of the Deep: The subject is heavily discomforted when away from water. -2 atk, -2 AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1d6 hour after being removed they must begin making saves vs. non lethal environmental damage. *Note they still breath air normally.
Bonus 1st level: Able to breathe underwater, swim speed equal to land speed.
Bonus 5th level: Swim speed +10ft, can survive 1 hour per CON modifier outside of water,
Bonus 10th level: Swim speed additional +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.
Bonus 15th level: Swim speed additional +10ft, Summon Large Water Elemental for 1 hour per 3 caster levels, usable 3/day. You are able to swim, attack and move freely from within the elemental without harming it. (other)
Curse of Medusa: Creature is effectively blind, -2 AC, all targets are considered to be in total concealment, oracle is always flatfooted and always fails visual based perception checks.
Bonus 1st level: Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.
Bonus 5th level: Gain Blindsense 10ft, Gaze of Misfortune 2/day
Bonus 10th level: Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle’s turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.
Bonus 15th level: Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will. (other)
Curse of Transmutation: An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty.
Bonus 1st level: Silver body: +2 Natural AC. The oracle’s skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. You may add 1/2 your Oracle class levels as a bonus to determining effects if you are also an Alchemist.
Bonus 5th level: DR 2/Silver, +2 on saving throws to resist spell or spell like effects that involve altering or transforming your body.
Bonus 10th level: Golden: +4 Natural AC (total). The oracle’s body becomes golden in color and their armor check penalty becomes -2. You may now add your Oracle class levels as a bonus to determining effects if you are also an Alchemist.
Bonus 15th level: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 total on saving throws to resist spell or spell like effects that involve altering or transforming your body. (other)
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. (APG)
Deliberate: You must carefully weigh dangerous situations before reacting. During the first round of combat, you must delay your actions until everyone else has acted. This reasoned approach allows you to recognize your opponents’ weaknesses and grants you a +1 bonus to your first attack in any round. At 5th level, the +1 bonus applies to all of your attacks. At 10th level, you also receive a +1 bonus to any damage you inflict. At 15th level, both bonuses to attack and damage increase to +2. (OC)
Dependent: You must choose a unique, living focus for your spell casting. To cast a spell without this focus, you must first roll a concentration check (DC 20* + spell level). Failure means the action is lost, but the spell is not. This focus replaces any material
component with a value of 10gp or less. At 5th level, you gain a +4 bonus to Spellcraft checks when attempting to counter spells. At 10th level, you gain a +4 bonus to concentration checks when casting defensively. At 15th level, your focus allows you to ignore somatic requirements when casting spells. (OC) *Altered from original description
Drunkard: Visions, whispers, and voices in your head drive you to drink more than is wise. Any day you have even one alcoholic drink, you must make a saving throw against a moderate addiction to alcohol (see the section on Drugs and Addiction in the GameMastery Guide). Any day during which you have gone twenty-four or more hours without an alcoholic drink, you must also make a DC 20 Fortitude save or be fatigued until you do take a drink. Your drunkard curse remains in effect even if you manage to overcome any specific alcohol addiction. Most oracles with this curse acquire and overcome alcohol addition many times over the course of their career.
While not addicted to alcohol, each time you have an alcoholic drink you may choose to take a –1 penalty to all Wisdom-based ability and skill checks to gain a +1 bonus to all Charisma-based ability and skill checks. If you are addicted, you always a Wisdom- check penalty and Charisma-check bonus when you have an alcoholic drink.
These bonuses and penalties stack with themselves if you have multiple drinks. Your total bonus and penalty drop by 1 each hour you go without a drink. Your total bonus to Charisma-based ability and skill checks cannot exceed half your class level.
If your penalty to Wisdom-based checks ever exceeds half your Constitution score, you lose your bonus to Charisma skills and must make a DC 15 Fortitude save or fall unconscious for 1d4 hours. A DC 15 Heal check can rouse you, but it does not restore your bonus to Charisma checks. (AO:OC)
Drunkard: You have a weakness for alcohol in all its forms. At the start of each day, you are staggered until you consume at least one alcoholic drink. If you do not consume at least one drink per hour, you become shaken until you drink again. As long as you are not staggered or shaken, you gain a +2 bonus to saving throws against fear and temporary hit points equal to your oracle level. You cannot regain temporary hit points that you have lost until 24 hours have passed. Once per day, you can consume an alcoholic drink as a swift action to grant yourself a saving throw against an enchantment or fear effect. (DF:TO)
Echo: You cannot speak except to repeat words and sentences spoken to you, and you cast all your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level you can cast a spell that has verbal components another caster has cast in the previous round. You must be able to hear the spellcaster and the spell must be of a level you can cast. You can do this once per day. At 10th level, this spell can be one you heard cast within the past 24 hours. At 15th level, you can do this twice per day. You can cast these spells even if they have other components. However, you cannot cast spells with this ability if the spell requires expensive components or a focus. (DF:TO)
Envy: Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.
Bonus 1st level: Cast disguise self at will, +2 bluff checks.
Bonus 5th level: Cast voice alteration at will +4 bluff checks
Bonus 10th level: Cast alter self at will +6 bluff checks
Bonus 15th level: Cast polymorph 3/day +8 bluff checks (other)
Feeble: Your bones are brittle and your blood thin. Successful attacks against you deal bleed (1d6) damage in addition to any other damage. You have fast healing 1. At 5th level, you gain fast healing 2. At 10th level, you gain fast healing 4. At 15th level, your fast healing becomes regeneration 3 (acid, fire). (OC)
Frail: Your body simply can’t take serious damage without draining you of your vigor. Whenever you have less than 50% of your full hit points, or have any Strength, Dexterity, or Constitution damage or drain in effect, you are fatigued. At 10th level, you are only fatigued if you have less than 25% of your hit points, or suffer a drain or damage to two of the listed ability scores.
You have worked to compensate for your weak frame with cunning and knowledge. You gain +1 additional skill point at each oracle level. You may choose an additional skill to be a class skill at 5th, 10th, and 15th levels. (AO:OC)
Gluttony: You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)
Bonus 1st level: +2 Fort saves + 1 CMD
Bonus 5th level: +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th leve: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th leve: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness. (other)
Greed: Oracles with this curse must always be carrying a medium load, and possess the most valuable known item of his travel companions. If they do not they must endeavour to possess the more valuable object or must purchase something of greater value This does not include armour or weapons
Bonus 1st Level: Cast detect magic at will, +4 on Appraise skill checks. +100 GP starting money (or +100 gp times the characters level if starting at a level above 1st).
Bonus 5th Level: Medium load no longer slows your character’s move speed, other penalties still apply.
Bonus 10tht Level: +8 Appraise. Cast identify at will.
Bonus 15th Level: Heavy load no longer slows your character’s move speed, other penalties apply. (other)
Grotesque: You are horribly deformed or just incredibly ugly. The condition worsens as your power grows. All Charisma-based skill checks you make take a –5 penalty, and all creatures you encounter are considered unfriendly. The penalty to Charisma-based skills increases by 1 for every 5 levels you gain. You gain an equal bonus to Intimidate skill checks, however. At 5th level, you gain Skill Focus (Intimidate) as a bonus feat. At 10th level, opponents you demoralize are shaken for 1 additional round. (DF:TO)
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known. (APG)
Hermetical: You are reclusive, socially awkward and introverted. A nonplayer character’s initial attitude decreases by one step when first meeting you and you suffer a -2 penalty to all Charisma-based skill checks. Long hours of solitude have quieted your mind and steadied your nerves; you gain a +2 bonus to saves made against insanity (see “Sanity and Madness” in the Pathfinder GameMastery GuideTM). At 5th level, you gain a +2 bonus to saves made against spellblights. At 10th level, you gain a +2 bonus to saves made against spells with the compulsion subschool. At 15th level, you are immune to the confused condition. (OC)
Hyperactive: You never seem to be at rest, constantly moving or talking incessantly. This makes it difficult for you to focus on your surroundings, imposing a -4 penalty to Perception checks and a -4 to Stealth checks. You only need to sleep 4 hours per night to receive the same benefits as 8 hours of sleep. At 5th level, this nonstop movement grants you the uncanny dodge feat (as a rogue). At 10th level, you receive the improved uncanny dodge feat. At 15th level, you may take an additional swift action each round. (OC)
Illiterate: You cannot read, not because you lack the intelligence, but because words and letters dance in front of your eyes like insects on paper. You cannot consult books or cast spells from written sources such as scrolls. To offset these drawbacks, you have a prodigious memory and gain a +4 bonus to all Knowledge skill checks and can make such checks untrained. (DF:TO)
Impatient: Failure frustrates you more than most people. You may not try again after failing a skill check, nor can you take 20. When making a skill check that normally allows a retry, you roll two d20’s and select the higher result. At 5th level, when taking 10, you calculate the results as if you had rolled an 11. At 10th level, when making a skill check that allows a retry, you roll three d20’s and select the highest result. At 15 level, when taking 10, you calculate the results as if you had rolled a 15. (OC)
Insomniac: Sleep often eludes you, and the slightest nighttime disturbance can leave you tired for an entire day. If you do not get 8 hours of sleep without any interruptions at all, you are fatigued for all of the following day. You are so used to being tired that even if you gain the fatigued condition while already fatigued, you do not become exhausted (you just remain fatigued for the duration of the longest of your multiple fatigued conditions).
At 10th level, any effect that would normally give you the exhausted condition instead gives you the fatigued condition. At 15th level, you take only half the normal penalties for being fatigued. You also gain SR equal to 10 + your oracle level + your Wisdom modifier against any spell that causes sleep, fatigue, or exhaustion. (AO:OC)
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 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. (APG)
Lust: Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve using compliments or being doted on by the chosen sex. All attack rolls against the opposite sex incur a penalty equal to the target’s Charisma bonus.
Bonus 1st Level : In flirtatious repartee, may cast distract once per day as a free action in combat, and may cast charm person once per day, but only to influence a member of the chosen sex, and only for seduction purposes.
Bonus 5th Level: May use the distract ability three times per day, and the charm person ability twice per day, for any use.
Bonus 10th Level: You have become so charming and alluring, you may cast charm monster twice per day, for any use.
Bonus 15th Level: By now, your skills at seduction are notorious, and because you simply must get your way, you may cast dominate person once per day. (other)
Lycan: You are cursed with a non-communicable form of lycanthropy, but few understand that you cannot effect them. Also unlike other lycanthropes, you do not have a hybrid form. You can shift between your humanoid and animal forms as a full-round action by making a DC 15 Constitution check. You may shift back to humanoid form as a full-round action by making a DC 20 Constitution check. Equipment does not meld between forms, but will rip and burst from the humanoid form if the animal form is larger, or will envelop over the animal form if it is smaller than the humanoid form. On nights when the full moon is visible, you must resist changing into your animal form. On any such occasion, make a single Constitution check for the night. The DC for this check is 25. Failure indicates you have changed involuntarily and cannot change back. Even if you do not change, your appearance takes on the aspect of your animal, and your pupils turn an eerie red. You revert to your humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. If you are slain, you revert to your humanoid form, although you remain dead.
You may not cast spells in your animal form unless you possess the Natural Spell feat. This curse satisfies the wild shape class feature prerequisite for that feat.
At 5th level, you gain DR 2/silver in your animal form, and you gain a +4 bonus to your Constitution checks regarding any change, voluntary or not. At 10th level the DR increases to 4/silver and your Con checks to transform are at +8. At 15th level, the DR increases to 6/silver and you gain a total of +12 to your Con checks to transform. (other)
Mercurial: At the dawn of each day, all of your physical characteristics (height, hair color, complexion, etc.) randomly change. Your mannerisms, voice, race and gender are not altered, but the other changes are great enough to require you to reacquaint yourself with people you recently met, and tight-fitting gear may not be usable, depending on the changes. You gain +4 to disguise checks when not impersonating a specific individual. At 5th level, you can control one aspect of the change. At 10th level, you can force your gender to change as well. At 15th level, you control all but one characteristic change (your choice), including choosing to suppress the changes. (OC)
Misshapen: You were born with a twisted, uneven body and your form continues to change and hunch as you gain oracle power. You have difficulty keeping your balance and defending yourself from complex maneuvers. You take a penalty to your CMD equal to half your oracle level (minimum –1). Your form can be frightening to those who are aware of your power. You gain a bonus to Intimidate checks equal to half your oracle level (minimum +1).
At 5th level, as a move action you may make an Intimidate check to demoralize a foe. At 10th level, as a standard action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you. At 15th level, as a move action you may make an Intimidate check to demoralize all foes within 30 feet that are able to see and hear you. (AO:OC)
Mute: You cannot speak. You take a –8 penalty to Bluff, Diplomacy, and Intimidate checks, and you cast all of your spells as if they were modified by the Silent Spell feat. This does not increase the spell’s level or casting time. At 5th level, you can use detect thoughts as an at-will spell-like ability. At 10th level, detect thoughts becomes a constant spell-like ability. At 15th level, you gain telepathy 100 ft. (DF:TO)
Mute: You cannot speak or vocalize sounds of any kind; you must communicate by writing or using simple pantomime. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you can use sign language to communicate with allies within 30 feet and that can see you clearly. At 10th level, you gain telepathy (60’). At 15th level, your telepathy extends to 120 feet. (OC)
Parasites Curse: Oracles afflicted with this curse takes a -2 to CON at character generation, and every level after first will subtract 1 hit point from their total. This reflects the need to feed the parasites. The parasites are living symbiotic organisms and can’t be removed with remove disease or neutralize poison.
Bonus 1st Level: +2 bonus on Fort saves to resist poisons & diseases. 3/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll.
Bonus 5st Level: May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
Bonus 10st Level: +4 total bonus on Fort saves to resist poisons & diseases. May now transfer failed effect 6/day on a failed will save if a second save is made. Additionally, one such save may automatically be transferred to the parasite per day, without the need for a saving throw.
Bonus 15st Level: Bleeding Touch attack deals 2d4 bleed damage. (other)
Peaceful Soul: It is against your nature to do violence to other creatures, requiring an act of will for you to do so. You cannot take attacks of opportunity and suffer a –1 penalty to all attack rolls. This does allow you to devote more attention to protecting yourself from the violence of others, giving you a +4 bonus to AC against attacks of opportunity you provoke from others.
At 5th level, you also gain a +4 bonus to concentration checks you make to cast defensively. At 10th level, you gain a +4 bonus to AC if you take the total defense action. At 15th level, at will you can cast sanctuary on yourself as a supernatural ability. (AO:OC)
Ponderous: You are large and unusually slow for your race. Double your base weight and add one additional modifier die to height when determining your character’s height and weight. This added size reduces your speed by 5’ and you may only run for a number of rounds equal to half your Constitution score. You receive a +2 bonus to your CMD. At 5th level, you gain the Improved Overrun feat. At 10th level, you gain the Constrict special attack. At 15th level, you gain the Trample special attack (1d8 + 1 1/2 Str modifier, DC 10 + 1/2 your level + Str modifier). (OC)
Pride: Oracles with this curse suffers from extreme vanity and automatically fail any and all opposed checks and saves that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.
Bonus 1st Level: You gain a +2 to all Intimidate checks and intimidate is always a class skill. Rebuke an offense: You take offense easily, and when someone offends you (which is most everyone, most of the time), you may make an intimidate check with a DC of 10 + Creature’s HD + WIS modifier to challenge a single target within 30ft. Upon a successful challenge, you gain +1 Atk, Damage, and Dodge bonus to AC against the designated target. Only one target may be selected at any one time. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
Bonus 5th Level: Rebuke the accomplices: Challenge multiple targets (maximum of your CHA modifier of targets) within a 30ft area. Roll a separate Intimidate check against each creature with a penalty of -2 per additional creature. Bonuses against objects of the rebuke challenge increase to +2.
Bonus 10th Level: You gain +4 to all Intimidate checks. Rebuke the clan: Challenge more targets (maximum of your CHA modifier +2 of targets) within a 60ft area. Roll a separate Intimidate check against each creature with a penalty of -2 per additional creature. Bonuses against objects of the rebuke challenge increase to +3.
Bonus 15th Level: Guilt by association: Challenge affect all designated targets within 60ft at no penalties. Bonuses against objects of the rebuke challenge increase to +4. (other)
Provocative: Your appearance elicits lust in most humanoids, no matter how you try to conceal it. Foes gain a +2 bonus to attack rolls when they deal nonlethal damage to you with lethal attacks, and suffer none of the usual penalties when doing so. You may use your provocative nature to your benefit, gaining a bonus to Diplomacy checks equal to half your oracle level (minimum +1). If you choose to use this bonus and fail a Diplomacy check, the target of the check feels spurned and its attitude changes to unfriendly (an already unfriendly target becomes hostile).
At 5th level, a Diplomacy check made to change a target’s attitude toward you lasts one day for every hour you spend making the Diplomacy check. At 10th level, as a full-round action you can make a Diplomacy check to influence a single creature’s attitude. At 15th level, if you fail a Diplomacy check to influence a target’s attitude, you can spend one hour in the target’s company in order to retry the check, rather than waiting 24 hours to do so. (AO:OC)
Renowned: People recognize you on sight and your tactics are well-known. You suffer a -4 penalty to Bluff checks and a -6 penalty to Disguise checks. You gain a +2 bonus to Diplomacy checks. At 5th level, the save DC’s for spells that you cast from the mind-affecting subschool increases by +1. At 10th level, you gain a +4 bonus to Intimidate checks. At 15th level you gain a fear aura (20 ft., DC 10 + 1/2 oracle level + Cha modifier) that functions as the spell of the same name. (OC)
Skeletal: Your body is unnaturally thin and your skin stretches unnaturally taught over your bones. You weigh only 60% as much as a normal individual of your race and height, and suffer a -2 penalty to CMB and CMD, due to your relative frailty. For the purposes of whether or not you can be grappled or swallowed whole or checked by strong winds, you count as one size class smaller than your true size. At 5th level, you gain DR 1/bludgeoning, like the Skeletal undead you increasingly resemble. At 10th level, your DR improves to DR 3/bludgeoning, and you gain the beneficial properties of being one size class smaller than is normal for your race, including a bonus to Armor Class, attack rolls, Stealth checks, etc. but do not suffer a reduction to carrying capacity, movement speed or reach, and continue to use weapons sized for your base size. At 15th level, your DR improves to DR/5 bludgeoning. (other)
Sloth: Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.
Bonus 1st level: Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast unseen servant and mage hand at will.
Bonus 5th level: Sloth aura 10ft, hostiles + Self, -2 Dex and can’t act on a surprise round.
Bonus 10th level: Improved Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Improved Sloth Aura 30ft, -4 Dex, can’t act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).
*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity. (other)
Soulless: You possess no soul. A god has taken it as punishment for a misdeed you committed or as payment for a service the deity rendered. You cannot be raised from the dead or resurrected. You gain a +4 bonus to saving throws against necromancy spells and are immune to spells that affect the soul such as magic jar or soul bind_. (_DF:TO)
Squeamish: You cannot stand to see your actions cause the ruin of another’s flesh, spill blood, or cause burns and scars. If you deal hp damage to a target within 30 feet of you, you are sickened for 1d6 rounds. Your sensitive nature does make you more alert to the needs of injured allies, granting you a bonus to Heal checks equal to half your oracle level (minimum +1).
At 5th level, you can attempt a DC 15 Heal check that takes one minute and, if successful, restores to a single creature 1 hp for every 2 levels it has. A creature may only benefit from this ability once a day. At 10th level, if you make a single Heal check to treat disease or treat poison for a target, it receives a +4 bonus to all its saves against that disease or poison for twenty- four hours. At 15th level, if you make a Heal check to treat disease or treat poison and the result exceeds the affliction’s save DC, you immediately end the disease or poison. (AO:OC)
Star-Crossed: Since you first began to show signs of being an oracle, fate seems to have been against you. Your status as an oracle has drawn the attention of otherwordly entities, and their attention inadvertently bends providence to make things go against you more often than people without such cosmic notoriety. Whenever you roll a d20, a natural roll of 11 (the die shows an “11”) is treated as a natural roll of 1 and is an automatic failure. Also, things determined entirely by chance (randomly selected targets, games of pure luck) are twice as likely to go against you than they would be for a typical person. Add guidance and unwitting ally* to your list of spells known. At 5th level, add saving finale* and timely inspiration* to your list of spells known. At 10th level, add contact other plane to your list of spells known. At 15th level, add brilliant inspiration to your list of spells known as a 7th-level spell. *Indicates a spell found in the APG. (AO:OC)
The Black Spot: The oracle has a black mark on their body, usually on the palm of their dominant hand. This mark is a symbol of misfortune. The oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute (especially pirates) who either sees the black mark, or identifies it using detect magic, immediately become hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing. Others must make a DC: 15 Knowledge (arcane or local) check to recognize the mark for what it is, and react accordingly).
Bonus 1st level: +4 intimidate checks, intimidate checks made on evil creatures cause them to become frightened instead of shaken. Having the curse means you are paranoid of attacks and receive +1 luck bonus to AC, and gain a +1 to hit on attacks of opportunity.
Bonus 5th level: +2 luck bonus to AC, and +2 to hit on attacks of opportunity. Your wariness grants you a +4 to Perception checks.
Bonus 10th level: +3 luck bonus to AC, and +3 to hit on attacks of opportunity. Little frightens you, gain a +4 to all saves vs fear. Cast ill omen at will.
Bonus 15th level: +4 luck bonus to AC, and +4 to hit on attacks of opportunity. 3/day Cast bestow curse. (other)
Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. (APG)
Unbelievable: No one believes you when you make a statement of fact or opinion. For purposes of believing information for which you are the sole source, all creatures have a starting attitude of no better than unfriendly. (Starting attitude for other purposes is normal.) You suffer a penalty equal to half your oracle level to all Bluff checks and all Diplomacy checks made to improve a creature’s attitude toward you for the purpose of accepting information you offer. Because you are used to having to pick allies and friends very carefully, you gain a bonus to Sense Motive checks equal to half your oracle level (minimum +1). (APG)
Unlucky: You have the most incredible bad luck. Whenever you roll a natural one on a skill check, it is automatically a critical failure, and if you roll a natural 2, you must check for critical failure. Whenever you roll a 1 or 2 to hit in combat, it is a fumble. You have become used to this, after a fashion, and compensate for your clumsiness by making your own luck. Your bad luck sometimes comes in handy, as you tend to notice things others may not. You gain a +4 bonus on Perception and Sense Motive checks. You also gain a +2 to initiative checks. At 5th level, you gain Uncanny Dodge and at 10th level you are immune to being surprised and may act regularly in a surprise round. At 15th level, you gain Improved Uncanny Dodge. (other)
Unstable Form: The gods have cursed you with a mutating shape. You take a –4 penalty against all transmutation effects and spells. At the beginning of each day you must roll on the reincarnation spell table to determine how you have changed overnight. You retain all your memories, class abilities, feats, skill ranks, base attack bonus, base bonuses, and hit points (except for Constitution modifiers) in your new form but must recalculate your Strength, Constitution, and Dexterity. Nothing, not even wish or miracle, can change this effect. At 5th level, you gain some modicum of control over your form and can cast alter self as a spell-like ability three times per day. At 10th level, this spell-like ability becomes polymorph instead. At 15th level this spell-like ability becomes greater polymorph . (DF:TO)
Wanderer: You never stay in the same place for long. After a week in a general area, you must travel at least 50 miles. You can never return to any place you have visited before. If you do so, you immediately lose all oracle spells and class abilities. Also, Knowledge (local) can never be a class skill for you, and you take a –10 penalty on all such checks. Such wandering has made you skilled at understanding and influencing strangers.
Add perceive cues and share language to your list of known spells. At 5th level, add enthrall to your list of spells known. At 10th level, add charm monster to your list of spells known. At 15th level, add mass suggestion to your list of spells known. (DF:TO)
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for 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. (APG)
Wrath: Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -4 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -6 Will.
Bonus 1st level: You have use of Barbarian rage 2 rounds/day
Bonus 5th level: You automatically confirm break DCs below 20. Barbarian rage 4 rounds day, Gain Strength Surge Rage Power (Oracle Levels -3),
Bonus 10th level: Gain Ground Breaker Rage Power (Oracle Levels -3), Barbarian rage 6 rounds/day
Bonus 15th level: You have use of Greater Barbarian Rage 8 rounds/day (other)