Great mysteries often are revealed to those in altered states. Your special connection to the inebriated gods comes through the view of reality perceived through the haze and stupor of wine.

Class Skill(s): An oracle with the wine mystery adds Acrobatics, Bluff, Perform, and Sleight of Hand to her list of class skills.

Bonus Spells: remove fear (2nd), bear’s endurance (4th), glibness (6th), exalted chance* (8th), raise dead (10th), joyful rapture (12th), waves of ecstasy (14th), euphoric tranquility (16th), freedom (18th).

Revelations: An oracle with the wine mystery can choose from any of the following revelations.

Courage in a Flask (Ex)

A drink calms your nerves and imbues you with a steely demeanor. As a swift action, you may imbibe an alcoholic drink to gain a morale bonus against fear effects equal to your Charisma modifier. If under the effects of fear, you may instead gain a new save to negate the effect if the effect permits a save. You may use this ability once per day at 1st level, and one additional time per day for every four oracle levels you possess.

Good for What Ails You (Su)

You may touch a creature as a swift action to immediately grant it a new save against one of the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If the save succeeds, the effect is suppressed for a number of rounds equal to your Charisma modifier. You may also grant the creature a new save if it is poisoned; a successful save counts against those required for a cure, but a failed saving throw has no ill effect. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Inebriate’s Wisdom (Ex)

You gain a +2 bonus to saves against charm and illusion spells and a +2 bonus to Diplomacy, Perception, and Sense Motive checks. These bonuses increase to +4 at 11th level.

Insensate (Ex)

Frequent drunkenness and the mystery of wine have inured you to physical harm. You gain the Diehard feat and DR 2/—. This increases to DR 5/— at 11th level. You must be at least 7th level to select this revelation. Once per day, you may also ignore the first 10 damage from acid, cold, electricity, or fire.

Invigorating Spirits (Su)

You can imbue an alcoholic beverage with life-enhancing properties. Once per day, you may turn a single alcoholic beverage into a curative tonic that deals 1d6 hp damage for every 2 oracle levels you possess. At 7th level, the drink also confers the benefit of a restoration spell. At 11th level, you may create two such drinks a day. This number increases to three at 15th level and also confers the qualities of greater restoration.

Lucky Drunk (Ex)

Once per day as a free action, you may gain a +8 bonus to a Strength– or Dexterity– based check or your CMB. You may use this ability one extra time per day for every 3 oracle levels you possess.

The Next Day (Su)

You can make a creature suffer the after-effects of a serious hangover. As a standard action, you may target one creature within 30 ft. of you. It takes 1d6 nonlethal damage per level and is also sickened. A Fortitude save halves the damage and negatives the sickened condition. You also change its memory of past events as modify memory, though you cannot make it recall an event with perfect clarity and the memory modification is instantaneous. A Will save negates this effect. At 10th level, creatures that fail their save are fatigued and sickened. At 15th level, creatures that fail their save are exhausted and sickened. You may use this ability once per day plus an additional time per day at 10th level.

Wild Nights (Su)

You call upon the ecstatic revelries of the gods of wine to affect you and your allies. You gain a +1 dodge bonus to AC, a +1 morale bonus to attack rolls and damage rolls with melee weapons, and a +4 bonus to Constitution. The bonuses to AC, attack rolls, and damage rolls increase by +1 for every 5 oracle levels you possess. Allies within 60 ft. of you who can hear or see you may spend a move action to gain the same bonuses to AC, attack, and damage rolls. At 7th level, allies need only spend a swift action to gain these bonuses. The bonuses last for a number of rounds equal to your Charisma modifier. You may use this ability once per day at 1st level and one additional time per day for every 5 oracle levels you possess. This is a mind-affecting effect.

Final Revelation: Upon reaching 20th level, you become a master of wine, revelry, and dissipation. You are immune to poison, fatigue, exhaustion, ability damage, and nonlethal damage. You can consume any drug or narcotic without ill effect or the possibility of addiction.

Section 15: Copyright Notice

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.

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