Oracle

Certainly I knew, Minerva. But one does not parade the fact that one is All-Knowing. I frequently act as though I am not possessed of the Inner Eye, so as not to make others nervous.

Sybill Trelawney

Oracle

Abilities

Requirements

To become an Oracle a character must fulfill the following criteria.

Skills: Divination 12 ranks, Knowledge (Astronomy) 12 ranks

Feats: True Seer, Skill Focus (Divination), Skill Focus (Astronomy)

Hit Die – d6

Class Skills

The Oracle's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4

Skill Points at Each Additional Level – 6 + Int Modifier

Class Features

Trance: At the first level, the Oracle gains the power to Trance. In a peaceful environment, one where the oracle may potentially rest or sleep, the Oracle may go into a trance, or a daydream-like state. After 2 hours of trance, the Oracle receives prophetic dreams, as per the true seer feat. This is not a directed act, and thus the Oracle may not choose the subject of her dream. However, upon awaking, she immediately knows if the vision she had in her trance was from the Past, Present or Future.

The Oracle may shorten the time necessary for as successful trance, by being alone and in complete silence, by burning beneficial incense, or by taking mind-altering substances. For each one of these elements, the time necessary for a successful trance is cut in half, minimum time being a half-hour.

Divination Bonus

From the first level forward, the Oracle receives a divination bonus equal to his class level.

Cost of Mind

The Life of an Oracle is taxing on the body and mind. As her Inner Eye expands, she loses grip on the reality of the here and now. At every level, the Oracle is drained of one point of Intelligence or Wisdom. The Oracle may choose to be drained of a different attribute at each level, but the choice is permanent. There is no way to regain or restore the drained points.

Predestined

Once the Oracle has seen the Beyond, she knows that she is destined to be an Oracle. The further the Oracle has Seen, the greater her conviction. Anyone who has taken a level in Oracle must make a will save of 10 + 1/2 character level + Oracle Class level + Cha score, at every level or else they must to take a level in the Oracle Class.

Detect Aura

At the second level, the Oracle may detect other people’s Auras at will. Using a standard action, the Oracle may see the aura, or life force, of all living creatures within her line of vision, up to 100 feet + 20 feet per class level. This power is unobscured by non-magical barriers less than one foot thick. If she focuses for an a full round, she may see everything 360 degrees to 100 feet + 20 feet per class level, though she is unable to pinpoint the locations of those that are would be in her line of sight. If she focuses on a specific Aura for a single round, she may determine the HD of the creature to +/-3 HD. The DM makes a hidden 1d4-1 roll when the Oracle uses this power. He adds or subtracts the number from the actual HD, which is what the Oracle perceives. There is no way, magical or otherwise, to know if this is correct, or what the DM rolled, even with divinations.

An Occulmens for sufficient power may fool or even conceal his Aura is he so chooses.

Skill Bonus

At the third level, The Oracle is able to peer into the future slightly, to help with a skill check. Make a Divination check. The result minus 15 divided by 5 equals the bonus you gain to any Skill check you do that round. You may use this ability Cha modifier + Class level times per day. You get a -2 penalty to Skill checks if you get 15 or below. Also, rolling a 1 means that you take a -10 to your all your skill checks for the next minute.

Read Aura

At Level 4, the Oracle may read peoples Auras as she reads peoples palms. As a full round Action, a Oracle may read a person’s aura within 30 ft + 5 feet per class level. Make a DC 25 Divination check. If you succeed you successfully read the person Aura. You automatically know the person’s alignment, name, birth-date and ranks in divination. In all other ways, this is like the palm reading divination ability.

Spontaneous Prophecy

At the Fifth Level, the Oracle may utter strange prophecy without meaning to, or remembering uttering at all. This most often occurs to people of great importance, or people who will be of great importance in the future, (if the prophecy causes the future or merely predicts it is a matter of scholarly debate). The only memory of a prophecy is that of momentary disorientation, similar to zoning out, or when you get up to do something and forget what you meant to do. Ergo, there is no indication to the player that a prophecy has occurred. This, of course, is up to GM discretion.

Cost of the Senses

The Oracle, for reasons of only known to herself, is driven to do an act of self mutilation. At the fifth level, the Oracle performs an 8 hour long magical ritual where she gouges her eyes out and leaves her permanently blind. This ritual may have been done violently or magically, no Oracle will ever tell of the ritual, as it is a powerful ritual, unique to each Oracle, discovered when looking beyond. No one ever observes the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.

The blindness cannot be healed or lifted in anyway. The Oracle may perceive the Auras of living plants, creatures and persons via her Detect Aura Class feature. This gives the general shape and location of the living beings, but that is all.

Using her now gouge eyeballs as a focus, she may see into the future as if she gazed into a crystal ball. She may gaze into her own future or someone else’s future in this way. The Oracle must always keep her eyes close to her. If were ever to be destroyed or taken from her possession, she would lose all her class features, and she’d still be unable to heal herself. If anyone were to gain possession of her eyes, with at least 15 ranks in divination, they would gain all the class benefits (not the costs) of that particular Oracle.

Empowered Divination

At level six, the powers of the Oracles “Inner Eye” expand in both scope and frame. Whenever the Oracle does any divination, she may perceive twice as far in the future as she could previously, she may divine information not only about that specific person, but also their blood relatives (given a +10 DC, for immediate relatives, and +10 DC for each ‘degree’ of blood separation) and, lastly, she may add +10 DC to a divination check and communicate any bonuses that she herself may receive from a divination, such as forewarning, to an ally of hers within 30 ft + 5 feet per class level.

Improved Detect Aura

At level six, the Detect Aura ability is in use by the Oracle continuously, without need of any action. A move action is necessary if the aura want to change from the line of sight to 360 degree vision. In this way, when using the line by sight version of this ability, the Oracle may negate many drawbacks of her self-inflicted blindness. With her detect Aura ability, she may observe the relative size and shape of the people around her, and most movements they make, allowing her to target and defend herself largely unimpeded in combat. She still cannot detect non-living things and cannot see barriers.

Walk in Fate, not by Sight

At level seven, the Oracle begins to gain special powers from the Eyes. By investing skill points into the Oracle’s eyes, the eyes grant the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Divination, Counter Curses or Caster level when counter spelling, or for every four points spent, the wielder may gain +1 to AC or attack. Each eye may be used separately for this class feature, but must be kept together or neither will work and the Oracle will lose her class abilities. These effects do not stack. The total number of skill points that may be invest 3 x Oracle class level for each eye.

Foretelling the Brutal Truth

At level seven, the Oracle continues to live more by her Inner Eye in Time and thus loses her grip on reality. Whenever the Oracle meets or ‘sees’ someone, she immediately tells them there fortune as if she had read their Aura. If someone asks if the Oracle can read their fortune, the Oracle immediately incurs a vision as she would receive as if she were gazing into a crystal ball (Divination DC 25) and abruptly blurts out what she sees. A Will Save DC 20 + Class level will give the Oracle enough strength to hold back what she sees, if she desires. A Diplomacy check, DC 15 + class level, will ensure that what she says will not come out in the blunt, alienating and brutal manner that is typical of visions.

For this reason, most Oracle live as hermits, with the occasional servant, after alienating a large number of people, and causing more problems than not with their divinations.

Sensitivity to Fate

At level eight, the Oracle becomes hypersensitive to cosmic events and senses their coming. According to the GM’s discretion, the Oracle is able to identify the linchpin of a sequence of events, be it a person, object or decision that is made, and is able to vaguely foresee the events that will unfold if this linchpin goes on unmolested. Further, the Oracle will know the action that must be taken in order to forestall the doom or glory that proceeds from this turning point, though she will not know how it is to be done. The action may have to be done by another, and the Oracle must convince him with her own words. So often magic is not enough to compel a great change, as required by Time, but also an enduring intent that will weather the streams of Time itself.

Each occurrence of this ability does 2 wisdom or intelligence (whichever is higher) damage to the Oracle, and subsequent divinations using information directly gained from this class feature does an additional wisdom or intelligence damage (whichever is higher).

Reduce DC on Divination

At level eight, the Oracle uses divinations with great ease. All divinations are -5 DC as they were before.

Swift Divining

At level eight, the Oracle may use any divination as a swift action at +20 DC.

Living in the Future

At level nine, the Oracle’s powers have advanced so that she literally lives a moment ahead of everyone else. Every round, she may gain one additional standard or move action, or an additional attack at her highest BAB. To any question she may ask, she already knows the answer that will be given (provided that the answer can be given in 12 seconds or less). She also may auto-pass any reflex saves provided that she is conscious and able to move reasonably unhindered.

Blurring the Line Between Fate and Freewill

Once a month, the Oracle may seek out to create their own prophecy, for either the greater good or ill. First there is the preparation, an eight hour secret ritual, uninterrupted and unobserved. Each hour a Divination check must be made, starting at DC 5 at the first hour, +5 DC with each additional hour, concluding with DC 40. If any check fails, then the ritual must start over from the beginning. No one ever observes or interrupts the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.

The desired benefit from this ritual must be written on a piece of paper, which will be consumed during the ritual. This desire may be extremely great or trivial. This requires a belayed sacrifice, which shall be determined by the DM after the successful ritual, but it is not known to the Oracle. The sacrifice almost always requires a person’s death, someone’s sanity, several ruined lives, and a series of conflicts with no apparent end. Only after the sacrifice, can the desire come true. Because of the steep price of the ritual, Oracles usually seek great and magnificent ends for it, though some have done it for selfish and personal reasons. There is no way to foresee the results of the ritual, nor the costs, nor how long it will take to fulfill the requirements of Fate.

After the ritual, the Oracle will start getting pangs of Fate. The Oracle will feel to do certain things, say specific things to people, and cast certain spells, most of which may not seem to be of great importance of direction. These actions will put events into motion which the Oracle may not see without great difficultly, (+25 DC Divination Checks) and even then vaguely. Eventually, the events start to come together in two ways. One, the price of the ritual comes into fruitition in a manner which the Oracle sees the destruction she has wrought, with the absolute realization of her personal responsibility in the manner. Two, the benefit which she desires comes two her, sometime after the sacrifice.

Once the ritual has been successfully completed, there is no going back. Each time the Oracle ignores or tries to undo the consequences of her pangs of Fate, she takes 1 point Intelligence or Wisdom Drain, whichever is higher. These cannot be regained until she resumes following the pangs of fate. Also, since Fate takes the shortest and most efficient path possible, every time she resists Fate she receives two tasks in place of the one that she ignored, for the additional hardship she brought on.