Oracle

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

Role: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.

Alignment: Any.

Hit Points: 8 per level

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The oracle receives 1 rank in the following; Artisan, Awareness, Diplomacy, Heal, Knowledge (History, Planes, and Religion), and Spellcraft. In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Ranks per Level: 4 + Int modifier.

Table: Oracle
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Mystery, oracle’s curse, orisons, revelation 3
2nd +1 +0 +0 +3 Mystery spell 4
3rd +2 +1 +1 +3 Revelation 5
4th +3 +1 +1 +4 Mystery spell 6 3
5th +3 +1 +1 +4 Spiritual awakening 6 4
6th +4 +2 +2 +5 Mystery spell 6 5 3
7th +5 +2 +2 +5 Revelation 6 6 4
8th +6/+1 +2 +2 +6 Mystery spell 6 6 5 3
9th +6/+1 +3 +3 +6 Power within 6 6 6 4
10th +7/+2 +3 +3 +7 Mystery spell 6 6 6 5 3
11th +8/+3 +3 +3 +7 Revelation 6 6 6 6 4
12th +9/+4 +4 +4 +8 Mystery spell 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Ancient curse 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Revelation 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Bold caster 6 6 6 6 6 6 6 4
18th +13/+8/+3 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Final revelation 6 6 6 6 6 6 6 6 6

Class Features

The following are the class features of the oracle.

Weapon and Armor Proficiency

Oracles are proficient with Simple weapons, light armor, medium armor, and shields. Some oracle revelations grant additional proficiencies.

Spellcasting

Table: Oracle Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery

Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Each oracle must choose from among the following mysteries.

Paizo Oracle Mysteries

All Oracle Mysteries

Oracle’s Curse (Ex)

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.

  • A complete listing of Oracle Curses can be found here: Oracle Curses

Orisons

Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation

At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Revelations cannot be taken more than once unless otherwise specified.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Spiritual Awakening (Su)

At 5th level the oracle opens their bodies and minds (either intentionally or unintentionally), strengthening their magic and their connection to it. Oracles can spend 1 stamina point in order to grant a +2 bonus to the DC of a spell they cast. Alternatively, this can be used to grant a +2 bonus on a Caster Level checks to bypass Spell Resistance.

Power Within (Su)

At 9th level the oracle can draw from their own strength to regain a spell and immediately use it. Using this costs a number of stamina points equal to the spell’s level, and once used the spell is cast despite not spending any spells per day to do so. This still takes the spell’s action time to cast. This can only be done once per round.

Ancient Curse (Su)

At 13th level the oracle’s curse manifests further and increases its presence – however it becomes more manageable and able to be countered by the oracle. So long as the oracle possesses 1 stamina point, the curse’s penalties (if any) are halved.

At 20th level, the penalties of their curse are completely negated so long as they possess at least 1 stamina point.

Bold Caster (Ex)

At 17th level, the oracle is capable of casting spells regardless of situations which may hinder them. So long as the oracle possesses 1 stamina point, they can substitute vocal or somatic components for psychic magic’s thought or emotion components if it would be convenient for them. (For example, if an oracle was tied up exchanging somatic components so they needn’t move to cast the spell anymore).

Final Revelation

At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery. In addition to this, the oracle selects two revelations from another mystery. She must still meet the prerequisites for these revelations.

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