Ultimate Magic | Rules | Spellcasting Class Options | Oracle | Oracle Archetypes

Oracle Archetypes

Dual-Cursed Oracle

All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.

Recommended Mysteries

Oracle's Curse

A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Class Skills

A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells

ill omen (2nd), oracle's burden (4th), bestow curse (6th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations

A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Misfortune

At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune

At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Enlightened Philosopher

The enlightened philosopher seeks enlightenment through compassion, moderation, and humility. By following her philosophy's teachings, the enlightened philosopher seeks to reach enlightenment and become one with the universe.

Alignment

Any lawful.

Recommended Mysteries

Class Skills

An enlightened philosopher adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills from her mystery.

Bonus Spells

owl's wisdom (4th), water walk (6th), discern lies (8th), true seeing (10th), wind walk (12th), ethereal jaunt (14th), moment of prescience (16th), astral projection (18th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations

An enlightened philosopher must take the following revelation at 7th level.

Mental Acuity

As the lore mystery revelation.

Final Revelation

Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reborn 3 days later as a living example of the summoning of your chosen philosophy (treat as the reincarnate spell). This replaces the final revelation of the oracle's mystery.

Planar Oracle

A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself.

Recommended Mysteries

Bonus Spells

endure elements (2nd), elemental speech (4th), tongues (6th), planar adaptation (8th), plane shift (10th), mass planar adaptation (12th), shadow walk (14th), etherealness (16th), gate (18th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations

At 1st level, you must choose one Outer Plane with which you have an affinity. This choice cannot be changed. A planar oracle must take the following revelation at 3rd level.

Planar Resistance

At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane. At 11th level, your energy resistance increases to 20.

Final Revelation

At 20th level, you become an extraplanar creature. Choose one outer plane, such as Heaven or the Abyss. You gain superficial physical characteristics as appropriate to natives of your chosen outer plane. For example, if your chosen plane is Heaven, you gain angelic features such as a halo and metallic skin. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Your type changes to "outsider (extraplanar)," except on your associated plane, where your type is "outsider (native)." In addition, you gain immunity to your associated energy type and gain damage reduction 10/magic. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. This replaces the final revelation of the oracle's mystery.

Possessed Oracle

Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.

Recommended Mysteries

Oracle's Curse

A possessed oracle must choose the haunted or tongues curse at 1st level.

Bonus Spells

ventriloquism (1st), spider climb (4th), screech (6th), sleepwalk (8th), telekinesis (10th), animate objects (12th), divine vessel (16th). These bonus spells replace the oracle's normal mystery bonus spells at these levels.

Revelations

A possessed oracle must take the following revelation at 1st level.

Two Minds

You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.

Seer

While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Recommended Mysteries

Bonus Spells

detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations

A seer must take the following revelations at the listed levels.

Natural Divination

As the nature mystery revelation. You must take this revelation at 1st level.

Gift of Prophecy

Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Stargazer

Some oracles seek meaning in the pattern of the stars across the night sky, the trails of comets, and the eternal orbits of the planets.

Recommended Mysteries

Class Skills

A stargazer adds Knowledge (nature), Perception, and Survival to her list of class skills. These replace the additional class skills from her mystery.

Bonus Spells

faerie fire (2nd), glitterdust (4th), guiding star (6th), wandering star motes (8th), meteor swarm (18th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations

A stargazer must take the following revelations at the listed levels.

Guiding Star

As the heavens mystery revelation. You must take this revelation at 1st level.

Star Chart

As the heavens mystery revelation. You must take this revelation at 7th level.