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===Pathfinder 2nd=== [[File:Korakai.png|thumb|right|300px|Korakai, Pathfinder 2e's iconic Oracle]] Still a divine Sorcerer-like class but also with a good deal less cheesing available. The fluff remains largely the same, being someone gifted with a burden by some higher powers. The chief rewrite for this class comes with your Mystery, which not only provides some associated domains (and one focus spell), but also serves as the basis of your curse. See, unlike 1E's custom-choice curses where you could totally cheese out those curses to the point where they don't really amount to shit, the curses here are innately tied to your Mystery. Your curse will only act up whenever you use certain spells (usually those tied to your mystery, one domain spell, and others you pick up via feats), which are unique from the normal focus spells. Unlike focus points, you pay for these spells by aggravating your curse by increasing levels of severity, and even out of battle you can only quell it to its least harmful aspect short of turning it off by refocusing. As you level up, you can increase how many times you can cast these mystery spells (and thus gain extra levels of severity on your curse) before you reach your limit. If you cast any mystery spells while your curse is at your worst, the patron deity who gave you these powers will get pissy and steal your spells until you sleep it off. The current mysteries available are as follows: *'''Ancestors:''' Whether haunted by your grandparents or by the spirits of the restless dead, you've gained some extra ancestry feats as a result of your ties to the past. Your curse gives you a random set of actions that switches with each turn, but any actions outside that chosen set of actions requires a flat check or else see the action wasted. As a bit of an incentive to keep with the switch-hitter motif, higher levels of the curse provide you bonuses to the selected set of actions. *'''Battle:''' You are gripped by the forces of conflict, be it either a war god or some viking warrior seeking Valhalla. As such, you gain training in a weapon group and in medium and heavy armor, though you remain no ideal warrior. Your curse will force you into battle, as it deals penalties to your AC (and incapable of focus at a high enough level) but you can offset these penalties by attacking. Higher levels of the curse give you better deals, like damage boosts and fast healing in combat. *'''Bones:''' You are somehow tied to the realm of the dead, and as such you have the ability to choose whether you are healed by positive or negative energy each day. Your curse siphons away at your vitality and healing, with the only perk being the ability to resist poison, death, and eventually falling to death itself. *'''Cosmos:''' Your powers are drawn by beyond the sky, be it the stars or the void between them. Because of this, you're gifted with a resistance to any sort of physical damage. Your curse weakens gravity's pull upon you, weakening you and making you more prone to getting shoved around but makes jumping much easier. *'''Flames:''' Your soul is bound to fire, be it through a deity or a link to the elemental plane of fire. This grants you an improved proficiency in Reflex saves, which helps with all the breath weapons thrown around and such. Your curse makes flames run rampant around you, blinding your sight with smoke that eventually can even benefit others and your worst has you literally burn those nearby you. Playing with this mystery will require you to be away from folks. *'''Life:''' Your being overflows with positive energy, be it from the plane of positive energy or some healing god, and this gives you extra HP each level. Your curse makes this positive energy flow outwards without end, limiting any healing you get but improving your healing abilities when dealing with others. The worst part of this curse even lets you sacrifice your own health to restore HP to others. *'''Lore:''' You find yourself able to absorb knowledge faster, whether because of a god's blessing, some sort of telepathy or a link to the Akashic Archives. This expanded knowledge also provides an extra spell slot for your highest casting level. Your curse overloads your head with data, nerfing your initiative with increasing levels making you less able to act though you can recall knowledge more easily and comprehend languages. *'''Tempest:''' You are born of the storms, whether by divine blessing or some sort of link to the elemental planes of water and air, allowing you to see through stormy weather and dealing a token amount of electrical damage to your spells. Your curse turns you into a living lightning rod, with higher levels hindering your ability to shoot and hindering the effects of fire on you. The worst level of this curse makes you supercharged to the point that you can shock people that touch you while the winds around you knock things airborne. *'''Ash:''' Rather than the raging fires, your body is more attuned to the remains of such power and view the fire that caused it to be a transition rather than an end. This ash makes you a bit more resistant to damage, but your curse leaves you a coughing mess, crippling your movement and covering nearby creatures with ash, eventually leading to extreme vulnerability to fire at the worst level of curse. {{Pathfinder-Classes}} {{Pathfinder-2nd-Edition-Classes}} {{Pathfinder-2nd-Edition-Archetypes}}
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