Greed S-Class Oracle Mystery

Oracles who draw their power from the greed of mortals use those gifts to aid the poor and downtrodden masses.

They are joyous and seemingly carefree, but their good-natured actions belie a cunning knowledge of coin and the willingness to dethrone those who would believe themselves beyond the reach of the majority.

Class Skills: An s-class oracle with the greed mystery adds Appraise, Bluff, Intimidate, Knowledge (nobility), and Perception to her list of class skills.

Bonus Spells: unseen servant (2nd), apport object (4th), conjure carriage (6th), communal phantom steed (8th), covetous aura (10th), symbol of persuasion (12th), instant summons (14th), discern location (16th), refuge (18th).

Revelations

An oracle with the greed mystery can choose from any of the following revelations.

A Comfortable Stay (Su)

You always have enough coin on hand to grant yourself and up to 4 of your allies a good night’s stay at an inn. For every week you haven’t slept in an inn, you can upgrade your stay for one night to a luxurious suite, if one is available, or for one week to an average suite.

Attentive Insight (Su)

Your attention to a situation keeps you ready for any sudden turn. Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Capricious Misdirection (Sp)

The jovial nature you portray allows you to misdirect aura-reading divinations with ease. You are constantly under the effects of a misdirection spell, except that you can take a standard action to select a creature or object within 60 feet to serve as the target of detection spells used against you until you select a different creature or object. You must be at least 7th level to select this revelation.

Defy the Rich (Su)

Your connection to the mystery of greed allows you to fight back against those with exorbitant wealth. As a swift action, you can choose a creature you are aware of within long range (400 ft. + 40 ft. per level). For every 1,000 gp of items possessed by that creature, you gain DR +1/– against its attacks. This lasts until the creature leaves your range, dies, or you select another creature with a swift action. For easy calculation, the GM can refer to a creature’s treasure, or the reward equivalent to its CR as a challenge.

Diminishing Touch (Su)

Your touch diminishes the value of objects and the social standing of creatures. As a melee touch attack, you can deal 1 point of Charisma damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one additional time per day for every five oracle levels you possess.

Find What You Need (Su)

You can walk into a settlement with at least a 1% chance of finding a particular non-consumable item, find that item, and have enough to purchase it outright. The value of the item can be up to the listed amount at each level (wholesale does not work for this purchase), and you can only have one such item at a time. To purchase a new item with this ability, you must first sell back the one currently in your possession (you gain no actual currency in return, it simply fades and goes back to your deity once the transaction is complete). You must be at least 9th level to select this revelation.

Level Value
8th 7,200 gp
9th 9,000 gp
10th 11,000 gp
11th 15,000 gp
12th 21,000 gp
13th 29,000 gp
14th 39,000 gp
15th 51,000 gp
16th 65,000 gp
17th 81,000 gp
18th 106,000 gp
19th 136,000 gp
20th 176,000 gp

Hold Accountable (Sp)

You can cause suffering to a creature that has broken or attempted to undermine a contract it made. This functions as blasphemy, dictum, holy word, or word of chaos, depending on the target’s alignment.

You can use this ability a number of times per day equal to your Charisma modifier. You must be at least 13th level to select this revelation.

Midas’ Touch (Sp)

Once per day, you can cause a creature to freeze as its body is covered in fool’s gold. This functions as hold monster, using your oracle level as the caster level. At 15th level, you can use this ability twice per day, or once per day as flesh to stone instead. You must be at least 9th level to select this revelation.

Valuable Knowledge (Su)

You can recall some bit of important lore or information pertaining to greed and wealth.

You can retry any Appraise, Craft, Knowledge (nobility), or Profession skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Wholesale (Su)

You can purchase non-consumable items for half their total price. You can use this ability a number of times equal to 3 + your Wisdom modifier, after which you must sell back items before you can purchase more in this way.

Final Revelation

Upon reaching 20th level, your destiny unfolds. You gain immunity to paralysis, sleep, and additional damage dealt by magic weapons (including any enhancement bonus).

You count as a native outsider for the purposes of spells and magical effects.

Punished S-Class Oracle Curse

You have angered not one petty god, but several, or even an entire pantheon. Rather than remove you from existence, they have decided to make an example of you.

When any creature, effect, or spell targets you based on your alignment, you treat your alignment as the worst possible for that effect. When you create an effect or cast a spell based on a target’s alignment, you treat that target’s alignment as whatever benefits you most, regardless of its actual alignment or subtypes.

You can use Knowledge (religion) to gain monster lore related to aberrations, constructs, fey, humanoids with direct ties to a deity (such as clerics, oracles, and high-ranking members of a church), outsiders with an alignment subtype, and undead.

At 5th level, add embrace destiny as a 2nd-level spell to your list of spells known. When you cast it as a 2nd-level spell and would roll a d20 within the duration, you can roll 2d20 instead and choose the result. You can do this a number of times per day up to your Charisma modifier.

At 10th level, when you make a monster lore check against any creature using religion, you can expend a 5th-level or lower spell slot as part of that check and gain one piece of useful information about it per spell level regardless of your check result. For every piece of useful information you would gain normally as a result of your check, you gain a +1 insight bonus to your AC and saves against that creature and others like it for one minute (maximum +5).

At 15th level, when you cast embrace destiny as a 2ndlevel spell, you can use the 5th-level benefit described above a number of times per casting of the spell up to your Charisma modifier.

Section 15: Copyright Notice

S-Class Characters: The Oracle. Copyright 2023, Samurai Sheepdog. Author: Kevin Glusing

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