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Entranced Warrior (Champion Oracle)

An entranced warrior is not cursed by her contact with the divine but was chosen as the strong arm of her god, delivering omens to the faithful and guiding them in battle against the infidels. She is able to use martial techniques and enter a battle trance that augments both her attacks and magic abilities.

The entranced warrior archetype uses the rules from Spheres of Power, Spheres of Might and Champions of the Spheres. This archetype requires sphere oracle.

Weapon and Armor Proficiencies

Entranced warriors are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Blended Training: An entranced warrior gains a combat or magic talent every time she gains a class level. Entranced warriors use their casting ability modifier as their practitioner modifier.

This replaces magic talents.

Inherent Talents: At 1st level, the entranced warrior receives a talent from one sphere associated with her mystery as a bonus talent. She gains additional talents from the same sphere at 5th, 9th, 13th, and 17th level.

This replaces mystery spells.

The spheres associated to each mystery are as follows:

Inspired Trance (Ex)

At 1st level, an entranced warrior can enter a state of trance, leaving control of her actions and speech to her god’s will. An entranced warrior can maintain her trance for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that the entranced warrior can maintain an inspired trance per day. The entranced warrior can enter a trance as a free action.

The total number of rounds of inspired trance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a trance, the entranced warrior gains a +2 dodge bonus to AC, a +1 on her magic powers’ save DC, as well as a +2 morale bonus on Fortitude saves. An entranced oracle can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than using magic talents, using revelations, or attempting to return to normal.

The entranced warrior can end her trance as a free action; after ending the trance, she is fatigued for a number of rounds equal to 2 times the number of rounds spent in the trance. In addition, when exiting her trance she has a 5% chance per level to deliver a prophecy as per the Read Omens Divination talent, even if she doesn’t possess it. An entranced warrior cannot enter a new inspired trance while fatigued or exhausted but can otherwise enter a trance multiple times during a single encounter or combat. If an entranced warrior falls unconscious, her trance immediately ends.

This ability replaces oracle curse.

Section 15: Copyright Notice

Legendary Oracles © 2022, Legendary Games; Authors: Author Margherita Tramontano and Aaron Hollingsworth.

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