As clockwork creatures and devices enter the world, the gods who oversee invention and artifice grow in power. An oracle with the clockwork mystery can alter the workings of machines and construct items out of thin air.
Bonus Spells: crafter’s fortune (2nd), clockwork timer (4th), enter image (6th), malfunction (8th), fabricate (10th), wall of iron (12th), control construct (14th), iron body (16th), time stop (18th).
Special: At 1st level, an oracle with the clockwork mystery gains access to spells with the word “cure” or “inflict” in their title as usual. However, these spells heal or harm only constructs.
Revelations: An oracle with the clockwork mystery can choose from any of the following revelations:
At 1st level, you gain a +4 bonus to Diplomacy and Intimidate checks made against intelligent constructs. Enchantment and mind- affecting spells you cast also affect constructs. At 7th level, you can cast dominate monster on a construct once per day. This effect lasts 1 round per oracle level. You can use this twice per day at 13th level and three times per day at 17th level.
As a standard action, you can cause a 20-ft. radius of iron chains to burst from the floor and wrap around any creature in the area. This acts as black tentacles, except the chains are made of iron and have hardness 10, 10 hp, and a break DC equal to 10 + the chain’s CMB. You can use this ability once per day at 7th level and an additional time per day for every 4 levels thereafter. You must be at least 7th level to select this revelation.
Once per day at 11th level, you can imbue inanimate objects with life as animate objects for a number of rounds equal to your oracle level. These animated objects gain 1 additional CP. You can do this twice per day at 15th level. At 15th level, these animated objects gain 2 additional CPs. You must be 11th level to select this revelation.
Your knowledge of steam and brass allows you to replace body parts with mechanical devices. Choose one of the following options whenever you can select a new revelation. You can select each option only once, but you can select a different option each time you are able to choose a new revelation.
Mechanical Legs: You increase your base speed by 10 ft., and you are always considered to have had a running start when making jump checks. At 11th level, your speed is never reduced by armor. Oracles with the lame curse cannot select this revelation.
Mechanical Arms: You gain a +2 inherent bonus to Strength and a +4 racial bonus to all skills and checks based on Strength as well as your CMB. At 11th level, your inherent bonus to Strength increases to +4.
Mechanical Eyes: You gain a +4 bonus to Perception checks and darkvision 60 ft. If you already have darkvision, the range increases by 30 ft. At 11th level, you gain a +2 bonus to saving throws against blindness. Oracles with the clouded vision curse cannot select this revelation.
You gain a clockwork familiar as per the wizard’s arcane bond class ability. For this familiar’s purposes only, your effective wizard level is equal to your oracle level. The familiar gains all the abilities of the animal it mimics, but it is a construct instead of an animal. Your oracle levels stack with any wizard levels you possess when determining the powers of your familiar. This ability does not allow you to have two familiars at one time.
You gain a +4 bonus to monster knowledge checks regarding constructs. As long as you are of the requisite caster level, you can build a construct even if you do not meet the other prerequisites or can cast the spells necessary to create a construct. You must expend the necessary material components and you still must succeed on the Craft DC to build a construct.
You can conjure a structure of iron and steel as a full-round action for a number of hours per day equal to one-half your oracle level. This ability otherwise acts as an instant fortress. You must be at least 13th level to choose this revelation.
Once per day at 11th level, you may move your soul from your body into a construct or mechanical object as the spell magic jar. Intelligent constructs receive a Will saving throw to resist this effect. Since constructs and machines have no soul to replace, you do not need a receptacle to house the displaced soul. Once in the machine, you may control it as if it were your own body. You may use any special, supernatural, or spell-like ability the machine or construct possesses. You must be at least 11th level to select this revelation.
As a standard action, you can breathe a 15-ft. cone of steam. This cone deals 1d4 hp fire 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.
Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.