Classes‎ > ‎Base Classes‎ > ‎Oracle‎ > ‎

Oracle Curses


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.

Curses

Note [3PP] indicates a source other than Paizo. Consult your GM before choosing.

Aged [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You became an oracle late in life, or perhaps you aged and grew wise at an unnatural rate.

Effect

You are a venerable member of your race. However, your physical abilities are affected as though you were old, rather than venerable.

At 5th level, your physical abilities are affected as though you were middle-aged, rather than old.

At 10th level, you are immune to magical and non-magical disease.

At 15th level, you will never die of old age and you are immune to death effects.

Blackened

Source Pathfinder Player Companion: Blood of Angels

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.

Effect

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 flaming sphere to your list of spells known.

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

At 15th level, add delayed blast fireball to your list of spells known.

Branded [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Effect

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 10th level, you gain fire resistance 5.

At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Catatonic [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You seem lost in thought, responding slowly and unreliably to things happening around you. However, you see things others don't.

Effect

You have the staggered condition, and you suffer a -2 penalty to initiative. However, you are immune to confusion, and you receive a +1 insight bonus to AC and saving throws during surprise rounds or when you are unaware of an attack. Your insight bonus increases by +1 for every five curse levels.

At 5th level, you can not be caught flat-footed, and do not lose your Dexterity bonus to AC if your opponent is invisible, although you can still lose your Dexterity bonus to AC if immobilized. You can still be feinted.

At 10th level, spells you cast that normally have a casting time of 1 round can be cast as a standard action.

At 15th level, you become immune to mind-affecting and illusion effects.

Child [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You became an oracle early in life, and your body has remained that of a child.

Effect

You take a -4 penalty to your Strength modifier for the purpose of Strength checks and your maneuver bonus, and gain a +2 bonus to Escape Artist and Stealth checks. Your age cannot be magically altered. NPCs may become friendly or unfriendly ( GM's choice) depending on your behavior and the situation. Non-magical armor must be tailor-made for your, otherwise it can only be donned hastily, if it can be worn at all.

At 5th level, your Strength penalty is reduced to -2.

At 10th level, you gain a bonus revelation.

At 15 level, add either holy aura or unholy aura (your choice) to your spells known.

Chilled [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You constantly ache and shiver, never able to get warm.

Effect

You take a -2 penalty to all Dexterity- and Strength-based skill checks, and you can only run a number of rounds equal to your Charisma bonus (if it is lower than your Constitution score) before you must start making Constitution checks to continue running. You are immune to extremes of hot and cold. You add chill touch to your spells known.

At 5th level, you are immune to the sickened condition. When you cast chill touch, you deal an additional point of Strength damage for every five curse levels, and may cast the spell at any spell level you can cast (as though it were modified with Heighten Spell, but without increased caster time).

At 10th level, you gain fire resistance equal to your curse level. When you cast chill touch it does an additional amount of hit point damage equal to your Charisma bonus.

At 15th level, when you cast a spell that deals with the cold descriptor or of the necromancy school, you may roll twice to overcome S~ taking the better result.

Choleric [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are full of wrath, irritability and bitterness.

Effect

Any time you take damage or lose an opposed skill check, you fly into a rage, as the spell, for 1d4+1 rounds. Bach round, as a move action, you may make a Wisdom check (DC 15) to act normally. You gain a +4 bonus to save against poisons and emotion effects.

At 5th level, add rage to your spells known as a 2nd level spell.

At 10th level, you can treat any weapon you wield, even a ranged weapon, as having the vicious magic weapon property. You can use this ability as a free action a number of rounds per day equal to your curse level, which need not be consecutive. If you affect multiple weapons, you must expend a round of use for each weapon (or end of a double weapon) you want to modify in this fashion.

At 15th level, you can cast spells and use spell-like abilities while under the effects of a rage effect (as the spell or barbarian class ability).

Clouded Vision

Source Advanced Player's Guide

Your eyes are obscured, making it difficult for you to see.

Effect

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.

Cold-Blooded Lizardfolk

Source Monster Codex

The following oracle curse is available to lizardfolk.

Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.

Effect

At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round.

At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round.

At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn.

Consumed

Source Pathfinder Player Companion: Blood of Fiends

Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties.

Effect

Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.

At 5th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result.

At 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any ill effects due to starvation or thirst.

At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your oracle level. Temporary hit points gained this way disappear after 1 hour.

Deaf

Source Advanced Player's Guide

Effect

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.

Feral [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

There is something of the animal in you. You relate better to beasts than to "people." Effect You suffer a -4 penalty on Diplomacy checks. For purposes of spells, weapon qualities, and other effects, you can be counted as animal or your actual type (though spells that grant intelligence to an animal, such as awaken, do not work on you), whichever is least advantageous for you. You gain wild empathy, as a druid of your curse level.

At 5th level, you can use wild shape, once per day, as a druid, to become an animal. This functions as beast shape I for its effects.

At 10th level, you can use wild shape twice per day to become an animal, and it functions as beast shape II.

At 15th level, you can use wild shape three times per day to become an animal, and it functions as beast shape III.

Foretold [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.

Effect

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can "take 10" on a check even you would not normally be able to do so because of distractions or threats.

At 5th level, add either augury or enthrall (your choice) to your spells known.

At 10th level, you gain a bonus revelation.

At 15th level, add screen to your spells known.

Forgotten [3PP]

Source Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore

Effect

People find it difficult to remember who you are, their memories of you often clouded and inconsistent. This tends to make social interaction difficult, imparting a -4 penalty on Charisma-based skill checks, except for Disguise. Add disguise self and memory lapse to your list of spells known as 1st-level spells.

At 5th level, add misdirection and undetectable alignment to your list of spells known as 2nd-level spells.

At 10th level, add modify memory to your list of spells known as a 5th-level spell.

At 15th level, you gain the constant benefits of a nondetection spell, functioning as if you cast it on yourself. You can suppress or reactivate this ability as a free action.

Forsaken [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are beyond the salvation of others, but endure to give aid and warning.

Effect

Others cannot use the aid another action to help you, you do not gain a bonus to hit by flanking, and you cannot benefit from feats, abilities, or spells that allow someone else to become a target of an attack or take damage in your place. However, you gain a +4 on saves versus all environmental conditions, including hunger and thirst, and you always stabilize from dying.

At 5th level, add either death knell or shield other (your choice) to your spells known.

At 10th level, you can return from the dead once per week as a supernatural ability, as though the spell raise dead were cast on you with a caster level of your curse level. This occurs 1 d6 hours after you die.

At 15th level, you return from the dead as though resurrection were cast on you, instead of raise dead.

Frenetic [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are frenetic and excited, never pausing.

Effect

You can never take "take 10" on a skill check, and you take a -2 morale penalty when you "take 20." However, you roll initiative twice, taking the better result.

At 5th level, you add your Charisma bonus to your Reflex saving throws.

At 10th level, you gain the Wind Stance feat, even if you don't qualify for the prerequisites.

At 15 level, roll initiative three times, instead of twice, taking the best result. You gain the Lightning Stance feat, even if you don't qualify for the prerequisites.

Friendless [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Alone and despised, you draw power from your inner resolve.

Effect

You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.

However, you gain your Charisma bonus to Sense Motive checks and saving throws versus spells and spell-like abilities of the enchantment school, in addition to your Wisdom.

At 5th level, you gain a +3 morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.

At 10th level, you are constantly protected as per the spell nondetection, and your morale bonus to Disguise, Intimidate, and Stealth increases to +6.

At 15th level, you are constantly protected as per the spell mind blank.

HauntedFAQ

FAQ

Does the oracle's Haunted curse affect the items in an oracle's spell component pouch?

The question here is whether or not the haunted curse makes it so that to cast any spell using a material component, the oracle has to first spend a standard action to find the right material component.  Fortunately for oracles everywhere, this is not the case.  The items in a spell component pouch are nebulous and not defined (intentionally, so as to prevent casters from having to track the amount of bat guano they are carrying). As a result, this curse has no effect on such components.  For ease of play, this extends to all material components, including expensive ones.

[Source]

Does the haunted curse affect how long it takes to draw a weapon?

No. The curse affects the "retrieve a stored item" action. If you are using the "draw a weapon" action (such as to draw a dagger from a belt sheath), that is a different kind of action and the haunted curse does not affect it.

If you were attempting to retrieve a dagger from your backpack, that would count as a "retrieve a stored item" action and the curse would interfere.

[Source]

Source Advanced Player's Guide

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).

Effect

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.

Infested [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your body is full of writhing parasites, which occasionally burst forth through your skin, mouth, and eyes. You tend to inspire repulsion, pity, and disgust in others.

Effect

You take a -4 penalty on Charisma-based skill checks.

On the upside, you cannot be further infested by other parasites, being immune to parasitic infestations, implantation of eggs or organisms, or attachment by blood drinkers. Such attempts either assimilate into your existing parasites, doing no further harm, or are simply unsuccessful. You are immune to the attacks of rot grub swarms.

At 5th level, you are immune to the sickened condition.

At 10th level, you are immune to the nauseated condition.

At 15th level, as a standard action you can summon a grub swarm, which appears adjacent to you. The swarm will attack anyone (other than you) in its space but is otherwise stationary and does not pursue creatures. The swarm dissipates after one minuter per curse level, crawling into your body or withering into gore and slime.

You may use this ability once per day.

Infested Goblin

Source Monster Codex

The following oracle curse is available to goblins.

Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

Effect

You take a –4 penalty on Diplomacy checks, and when you first meet someone, the person's initial attitude toward you starts one level lower than normal. Animals shy away from you—you take a –4 penalty on Handle Animal checks. You gain a +2 bonus on Fortitude saves versus poisons from insects, scorpions, and spiders, as well as the distraction ability of swarms of such creatures.

At 5th level, you add vomit swarm to your list of spells known.

At 7th level, your bonus on poison and distraction saves increases to +4, and you gain DR 10/— against all swarm damage.

At 13th level, you add swarm skin to your list of spells known.

At 17th level, you become immune to the swarm damage and the distraction ability of insect, scorpion, and spider swarms.

Lame

Source Advanced Player's Guide

Effect

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.

Legalistic

Source Pathfinder Player Companion: Blood of Fiends

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Melancholy [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are prone to anguish and inward-turning. The phantasmagoria of your despair has inured you to transient suffering.

Effect

You are always shaken, but immune to being frightened or panicked.

At 5th level, add calm emotions or death knell (your choice) to your spells known.

At 10th level, you are immune to emotion effects.

You take no morale bonuses or penalties.

At 15th level, as you gain the supernatural ability to inflict despair in others. As a free action, you can make all opponents within 30 feet become shaken for one minute. This ability cannot cause a shaken opponent to become frightened.

Merciful [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are bound to offer tender aid to those who are most wounded.

Effect

If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.

At 5th level, you gain a mercy, as the paladin ability.

At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.

At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

Odious [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your skin reeks with an acrid, foul stench, bringing low all those who must endure your smell.

Effect

You have the stench quality. You suffer a -4 penalty on Diplomacy checks against any creature that lacks the stench quality.

At 5th level, you can hold your breath as a free action when it's not your tum, before anything affects you.

At 10th level, add stinking cloud and insect plague to your spells known.

At 15th level, you are immune to all diseases, non-magical and magical.

Phlegmatic [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your spirit is unhurried and you move only with purpose and after due deliberation.

Effect

Your initiative check result is limited to your curse level, but you can never be made flat-footed. You can still lose your Dexterity bonus to AC if you are immobilized, or if an opponent feints you or is invisible.

At 5th level, add calm emotions or hold person (your choice) to your spells known.

At 10th level, any time you move no more than 5 feet in a round, you gain a luck bonus to AC equal to your Charisma bonus, but no more than half your curse level. This luck bonus to AC improves your CMD as well.

At 15th level, you gain immunity to fear.

Ravenous [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You suffer from ravenous hunger, but cannot hold down large meals. You are almost impossibly thin, your tendons and bones clearly visible beneath your loose skin.

Effect

You can only go one day without food before you begin to starve. You cannot eat for more than one ten minutes at a time before you must wait half an hour to eat again. However, your nonlethal damage total from starvation and thirst cannot exceed your hit points and you are immune to all ingested poisons and harmful potions.

At 5th level, you gain a primary bite attack that deals damage for a creature of your size (ld6 for a Medium character, ld4 for Small). You have the grab ability; if you hit with this bite, you deal normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. You gain the swallow whole ability; the AC of your stomach is 10 +1/2 your natural armor bonus (if any) +your Charisma modifier, and it has hit points of 1110 your total. If you swallow whole an opponent of any size, they disgorge 2d4 rounds later on your turn automatically, nauseating you for your tum.

At 10th level, you learn heroes' feast as a 5th level spell, though you are unable to benefit from it.

At 15th level, your swallow whole ability allows you to swallow opponents up to your own size.

Sanguine [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are slow to recognize adversity or danger, although your optimism can be contagious.

Effect

You take a -5 penalty to Perception checks to notice opponents or traps and to Sense Motive checks. You cannot be demoralized, and during surprise rounds and against traps, you gain a +1 luck bonus to AC and saving throws. Your luck bonus increases by+ 1 every five curse levels.

At 5th level, you gain aura of courage, as a paladin.

At 10th level, when your wounds would normally make you unconscious, you become staggered and remain conscious for one round.

At 15 level, you gain immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Sedentary [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are locked inside your body, barely able to move. Divine powers have wracked your bones and nerves, filling you with power and insight but diminishing your mobility.

Effect

Your movement rate is 5 feet, and your Strength and Dexterity are effectively no higher than your curse level for the purposes of skill checks, attack rolls, and saving throws. However, you can cast mage hand and open/close as orisons, in addition to your usual spells, and you may treat your Dexterity modifier to initiative as though it were equal to your Charisma modifier. You may roll twice when you make a Will save, taking the better result, a number of times per day equal to 1 +your Charisma modifier, but no more than once per saving throw.

At 5th level, add spiritual weapon to your spells known.

At 10th level, add telekinesis to your spells known.

At 15th level, add greater scrying to your spells known.

Tongues

Source Advanced Player's Guide

In times of stress or unease, you speak in tongues.

Effect

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.

Unchained [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Some force has severed you from the normal realms of morality and ethics. Freedom can be a burden, and angels and devils alike mistrust you.

Effect

You have no aura for spells that detect alignment, such as detect evil. You suffer a -2 circumstance penalty with Charisma-based skills against outsiders with an alignment subtype. Casting a spell on you that gives you an illusory alignment aura requires a Concentration check with a DC of 10 +double the spells level or the spell fails.

At 5th level, you have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you.

At 10th level, add break enchantment to your spells known.

At 15th level, you learn one of blasphemy, dictum, holy word, or word of chaos (your choice).

Waking Dreamer [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are drowsy and afflicted by fleeting hallucinations.

Effect

You take a -5 to Perception checks and take a -2 penalty to save versus illusions. However, you are immune to sleep effects.

At 5th level, add sleep and hypnotism to your spells known.

At 10th level, add dream to your spells known.

At 15th level, add project image to your spells known.

Wan [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You are pale, sickly, and languorous, with one foot in death's door.

Effect

You have the fatigued condition, but are immune to the exhausted condition.

At 5th level, you learn the "inflict" spell of any level spell you can cast.

At 10th level, add ray of exhaustion to your spells known.

At 15th level, add waves of exhaustion to your spells known.

Wasting

Source Advanced Player's Guide

Your body is slowly rotting away.

Effect

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.

Wolf-scarred Face

Source Pathfinder Player Companion: Blood of Angels

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.

Effect

You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. 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.

Wrecker

Source Pathfinder Player Companion: Blood of Fiends

The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.

Effect

Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.

At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.

At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 +1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).