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. CursesNote [3PP] indicates a source other than Paizo. Consult your GM before choosing. Aboleth (Curse of Corruption)Source PCS:HR Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on saving throws against mind-affecting effects and add charm person and hypnotism to your list of 1st-level oracle spells known. At 5th level, add minor image to your list of 2nd-level oracle spells known At 10th level, add modify memory to your list of 4th-level oracle spells known At 15th level, add veil to your list of 6th-level oracle spells known. Accursed (Curse of Corruption)Source PCS:HR You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses. Effect However, you gain a +4 bonus to all saving throws against curse effects. At 5th level, add ill omen to your list of spells known At 10th level, add greater brand to your list of spells known At 15th level, you are immune to curse effects except for your own oracle curse. Aged [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You became an oracle late in life, or perhaps you aged and grew wise at an unnatural rate. Effect You are a venerable member of your race. However, your physical abilities are affected as though you were old, rather than venerable. At 5th level, your physical abilities are affected as though you were middle-aged, rather than old. At 10th level, you are immune to magical and non-magical disease. At 15th level, you will never die of old age and you are immune to death effects. BlackenedSource PPC:BoA Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. Effect You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. Branded [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain. Effect Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1). At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus. At 10th level, you gain fire resistance 5. At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents. Catatonic [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You seem lost in thought, responding slowly and unreliably to things happening around you. However, you see things others don't. Effect You have the staggered condition, and you suffer a -2 penalty to initiative. However, you are immune to confusion, and you receive a +1 insight bonus to AC and saving throws during surprise rounds or when you are unaware of an attack. Your insight bonus increases by +1 for every five curse levels. At 5th level, you can not be caught flat-footed, and do not lose your Dexterity bonus to AC if your opponent is invisible, although you can still lose your Dexterity bonus to AC if immobilized. You can still be feinted. At 10th level, spells you cast that normally have a casting time of 1 round can be cast as a standard action. At 15th level, you become immune to mind-affecting and illusion effects. Child [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You became an oracle early in life, and your body has remained that of a child. Effect You take a -4 penalty to your Strength modifier for the purpose of Strength checks and your maneuver bonus, and gain a +2 bonus to Escape Artist and Stealth checks. Your age cannot be magically altered. NPCs may become friendly or unfriendly ( GM's choice) depending on your behavior and the situation. Non-magical armor must be tailor-made for your, otherwise it can only be donned hastily, if it can be worn at all. At 5th level, your Strength penalty is reduced to -2. At 10th level, you gain a bonus revelation. At 15 level, add either holy aura or unholy aura (your choice) to your spells known. Chilled [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You constantly ache and shiver, never able to get warm. Effect You take a -2 penalty to all Dexterity- and Strength-based skill checks, and you can only run a number of rounds equal to your Charisma bonus (if it is lower than your Constitution score) before you must start making Constitution checks to continue running. You are immune to extremes of hot and cold. You add chill touch to your spells known. At 5th level, you are immune to the sickened condition. When you cast chill touch, you deal an additional point of Strength damage for every five curse levels, and may cast the spell at any spell level you can cast (as though it were modified with Heighten Spell, but without increased caster time). At 10th level, you gain fire resistance equal to your curse level. When you cast chill touch it does an additional amount of hit point damage equal to your Charisma bonus. At 15th level, when you cast a spell that deals with the cold descriptor or of the necromancy school, you may roll twice to overcome S~ taking the better result. Choleric [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. You are full of wrath, irritability and bitterness. Effect Any time you take damage or lose an opposed skill check, you fly into a rage, as the spell, for 1d4+1 rounds. Bach round, as a move action, you may make a Wisdom check (DC 15) to act normally. You gain a +4 bonus to save against poisons and emotion effects. At 5th level, add rage to your spells known as a 2nd level spell. At 10th level, you can treat any weapon you wield, even a ranged weapon, as having the vicious magic weapon property. You can use this ability as a free action a number of rounds per day equal to your curse level, which need not be consecutive. If you affect multiple weapons, you must expend a round of use for each weapon (or end of a double weapon) you want to modify in this fashion. At 15th level, you can cast spells and use spell-like abilities while under the effects of a rage effect (as the spell or barbarian class ability). Clouded VisionSource PRG:APG Your eyes are obscured, making it difficult for you to see. Effect You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Cold-Blooded LizardfolkSource Monster Codex The following oracle curse is available to lizardfolk. Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve. Effect At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round. At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round. At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn. ConsumedSource PPC:BoF Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. Effect Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points. At 5th level, whenever you make a saving throw against a disease or poison effect, roll twice and use the higher roll as your result. At 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any ill effects due to starvation or thirst. At 15th level, whenever a creature within 30 feet takes damage while in combat, you automatically gain 1 temporary hit point. You can benefit from this ability a number of times per round equal to your Charisma modifier, and you can gain a total number of temporary hit points in this way equal to your oracle level. Temporary hit points gained this way disappear after 1 hour. CovetousSource PPC:LoD You find yourself drawn to the luster of wealthy living. Effect You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp . your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you. DeafSource PRG:APG Effect You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. Deep One (Curse of Corruption)Source PCS:HR The lure of the ocean tugs at your soul. Effect You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor At 15th level, you gain the benefits of freedom of movement while underwater. Demonic (Curse of Corruption)Source PCS:HR Your heart is cursed with the pull of the Abyss. Effect You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. Diplomacy is not a class skill for you, but Bluff or Intimidate (choose one) is. At 5th level, you gain a +4 bonus to all saving throws against fear effects At 10th level, you gain immunity to poison At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage reduction. Feral [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. There is something of the animal in you. You relate better to beasts than to "people." Effect You suffer a -4 penalty on Diplomacy checks. For purposes of spells, weapon qualities, and other effects, you can be counted as animal or your actual type (though spells that grant intelligence to an animal, such as awaken, do not work on you), whichever is least advantageous for you. You gain wild empathy, as a druid of your curse level. At 5th level, you can use wild shape, once per day, as a druid, to become an animal. This functions as beast shape I for its effects. At 10th level, you can use wild shape twice per day to become an animal, and it functions as beast shape II. At 15th level, you can use wild shape three times per day to become an animal, and it functions as beast shape III. Foretold [3PP]Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine. Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate. Effect Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can "take 10" on a check even you would not normally be able to do so because of distractions or threats. At 5th level, add either augury or enthrall (your choice) to your spells known. At 10th level, you gain a bonus revelation. At 15th level, add screen to your spells known. Forgotten [3PP]
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