oracle mysteries - eberron pathfinder

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Navigation Home Recent Updates  Announcements Site Suggestions Legend To-Do List Eberron Overview Conversion Info Character Conversion Races Classes  Artificer Deities & Faiths Domains & Subdomains Oracle Mysteries Mythic Abilities Prestige Classes Feats Skills Traits & Drawbacks Equipment & Services Magical Items Magic Deities & Faiths Oracle Mysteries Outsiders & Possession The Planes Spells & Powers Spells and Powers by Class Rules Bestiary Removed Material Downloads The Epic Campaign The Story So Far... PCs NPCs Important Items & Places The Opposition Credits & Links Community Use / OGL d20 Pathfinder SRD Pathfinder Forums Conversion Info > Classes > Deities & Faiths > Oracle Mysteries Contents 1 A Not e on Alignments & Oracles 2 New Mysteries 2.1 Dragon Mystery 2.2 Dream Mystery A Note on Alignments & Oracles  As mentioned under Deities & Faiths, oracles do not need be within one alignment step of their chosen deity or faith. Concerning oracles, given the inherent distance that oracles have from the structured churches, oracles are likewise free to take any mystery that fits with their view of their faith. However , this choice of mystery must be completely justified to the way the oracle views their faith and thus is somewhat up to GM's discretion. This is what I would recommend as a guideline for oracles in Eberron. Ancestor: The Path of the Prophecy , The Undying Court, The Spirits of the Past Battle: Balinor, Dol Arrah, Dol Dorn, The Devourerer, The Lord of Blades, The Fury, The Mockery Bones: The Blood of Vol, The Keeper Dark Tapestry: The Dragon Below, The Path of the Dark, The Shadow Dragon: The Dragon Below, The Path of the Prophecy Dream: The Path of the Dark, The Path of Inspiration, The Path of the Light Flame: Dol Arrah, Onatar, The Silver Flame, The Fury Heavens: The Path of the Dark, The Path of the Light Juju: The Blood of Vol, The Mockery Life: Arawai, Boldrei, Olladra, The Undying Court Lore: Aureon, The Path of the Prophecy , The Shadow, The Traveler Metal: Kol Korran, Onatar, The Becoming God, The Lord of Blades Search this site

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Page 1: Oracle Mysteries - Eberron Pathfinder

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Navigation

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Conversion Info > Classes > Deities & Faiths >

Oracle Mysteries

Contents

1 A Note on Alignments & Oracles

2 New Mysteries

2.1 Dragon Mystery

2.2 Dream Mystery

A Note on Alignments & Oracles

  As mentioned under Deities & Faiths, oracles do not need be

within one alignment step of their chosen deity or faith.

Concerning oracles, given the inherent distance that oracles

have from the structured churches, oracles are likewise free to

take any mystery that fits with their view of their faith. However,

this choice of mystery must be completely justified to the waythe oracle views their faith and thus is somewhat up to GM's

discretion. This is what I would recommend as a guideline for 

oracles in Eberron.

Ancestor: The Path of the Prophecy, The Undying

Court, The Spirits of the Past

Battle: Balinor, Dol Arrah, Dol Dorn, The Devourerer,

The Lord of Blades, The Fury, The Mockery

Bones: The Blood of Vol, The KeeperDark Tapestry: The Dragon Below, The Path of the

Dark, The Shadow

Dragon: The Dragon Below, The Path of the Prophecy

Dream: The Path of the Dark, The Path of Inspiration,

The Path of the Light

Flame: Dol Arrah, Onatar, The Silver Flame, The Fury

Heavens: The Path of the Dark, The Path of the Light

Juju: The Blood of Vol, The Mockery

Life: Arawai, Boldrei, Olladra, The Undying Court

Lore: Aureon, The Path of the Prophecy, The Shadow,

The Traveler

Metal: Kol Korran, Onatar, The Becoming God, The

Lord of Blades

Search this site

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Nature: Arawai, Balinor, The Devourer

Outer Rifts: The Path of the Dark, The Shadow

Spellscar: The Lord of Blades, any follower from Cyre /

The Mournland

Stone: Kol Korran, Onatar, The Dragon Below

Time: Aureon, The Path of the Prophecy, The Undying

Court, The Spirits of the Past

Waves: The Devourer, Traveler

Wind: The Devourer, The TravelerWood: Balinor, The Undying Court

New Mysteries 

Dragon Mystery

  Special: If you already have a class ability or feat that

designates a specific kind of true dragon (dragon totem ragepower, sorcerer bloodline, etc), that specific kind of true dragon

is already your dragon totem. Otherwise, choose a true dragon

that uses either acid, cold, electricity or fire as the energy type

of it's breath weapon. That type of dragon is your dragon totem.

Oracles with the Tongues curse take Draconic as the language

that must be used in combat.

  Class Skills: An oracle with the dragon mystery adds Fly

(Dex), Intimidate (Chr), Knowledge (arcana) (Int) and

Perception (Wis) to his list of class skills.

  Bonus Spells: Charm

Person (2nd), Darkvision (4th), Fly  (6th), Dragon's

Breath (8th), Mage's Private Sanctum (10th), Form of the

Dragon I  (12th), Form of the Dragon II  (14th), Form of the

Dragon III  (16th), Overwhelming Presence (18th)

  Revelations An oracle with the dragon mystery can choose

from any of the following revelations.

  Call Forth the Dragon (Su): As a standard action, you can

summon a dragon of the same type as your dragon totem. The

maximum Hit Dice of the dragon summoned cannot exceed

your oracle level. The range on this summoning is Close (25' +

5' per 2 levels). The summoning lasts for 1 round per level.

  The dragon summoned is intelligent and is capable of 

using all of its abilities (spell-like, spells, etc) except those that

involved extradimensional movement. If the dragon is not killed

during the summoning, it is the same dragon that you summonthe next time, meaning it can learn your tactics and act

intelligently without your commands. If the dragon is killed while

summoned, you take Charisma damage equal to half its Hit

Dice, round down, and the next dragon you summon does not

know any of the tactics or events experienced by its

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predecessor. The dragon does not bring any gear or treasure

that it might have in its hoard when summoned.

  This ability can be used once per day. You must be at

least 7th level to select this revelation.

  Dragon's Breath (Su): As a standard action, you can

unleash either a line or cone of energy from your mouth in the

same style as a dragon's breath. This energy, regardless of 

type, does 1d4 points per oracle level of the associateddamage. A Reflex save halves this damage. You can use this

ability once per day, plus one additional time per day at 5th

level and every five levels thereafter. The save DC is Charisma-

based. This does count as a breath weapon for the purposes of 

other feats and abilities.

  The shape and type of damage of your breath weapon is

based on your dragon totem.

Dragon Energy Type Shape

Black Acid 30' line

Blue Electricity 30' line

Brass Fire 30' line

Bronze Electricity 30' line

Copper Acid 30' line

Gold Fire 15' cone

Green Acid 15' cone

Red Fire 15' cone

Silver Cold 15' cone

White Cold 15' cone

  Dragon's Presence (Su): As a standard action, you gain

focus the anger of your dragon totem through you to create a

frightful presence aura, as per the universal monster abilities.

This aura only lasts for 1 round, but can be used a number of 

times per day equal to 3 + your Charisma modifier. The DC for 

the appropriate Will save is Charisma-based. This is a mind-

affecting fear effect that requires you to be seen and heard.

  At 1st level, the frightful presence aura is only 15' and

those that fail their Will save are shaken for 1d6 rounds. At 5th

level, the aura extends to 30' and those that fail their Will save

are shaken for 2d6 rounds. At 10th level, the aura extends to

60' and those that fail their Will save are frightened for 3d6

rounds. At 15th level, the aura extends to 120' and those that

fail their Will save are panicked for 4d6 rounds.

Dragon's Prophecy (Su): When casting a divination spell

that requires you to study a target for more than one round to

learn more about the target, you gain all of the information that

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you normally get within the first round of study. At 7th level, you

can enter a trance once per day, which takes 10 minutes. This

acts as Commune without the necessary components. At 11th

level, you can choose for this trance to take 1d4x10 minutes

and act as Legend Lore instead. The duration of the trance

does not increase, regardless of your proximity or knowledge of 

the subject of your inquiry.

  Dragon's Wisdom (Ex): You gain the Skill Focus feat for one Knowledge skill of your choice. Once this chose has been

made, it cannot be changed. At 5th level, you can take 10 on

that chosen Knowledge skill, even if distracted. At 10th level,

you can take 20 on that chosen Knowledge skill, even if 

distracted.

  Form of the Dragon (Su): As a standard action, you can

assume to form of a Medium dragon of the same type as your 

dragon totem. This acts as Form of the Dragon I . At 13th level,

you can assume the form of a Large dragon of the same type

as your dragon totem, as Form of the Dragon II . At 15th level,

you can assume the form of a Huge dragon of the same type

as your dragon totem, as Form of the Dragon III .

  You can use this ability once per day, but the duration is 1

hour per level. You must be at least 11th level to select this

revelation.

  Scales of the Dragon (Ex): You gain resistance of the

appropriate energy type of your dragon totem equal to 5. This

resistance increases to 10 at 5th level and 20 at 11th level. At

17th level, you gain immunity to that appropriate energy type.

  Sight of the Dragon (Ex): You gain low-light vision. At 4th

level, you gain darkvision 60 feet. At 7th level, you gain

blindsense of 10 feet. At 11th level, your darkvision increases to

90 feet and your blindsense increases to 30 feet. At 15th level,

your darkvision increases to 120 feet and your blindsense

increases to 60 fet. These benefits do not stack with other 

sources of low-light vision, darkvision or blindsense.

  Teeth of the Dragon (Ex): You gain a natural bite attack,

appropriate for your size category. This is considered a

secondary attack (-5 to hit, only 1/2 Str modifier to damage). If 

you already have a bite attack, you can replace it with this one,

but it does not stack or improve.

  Wings of the Dragon (Su): As a swift action, you can

manifest a pair of translucent wings that are reminiscent of your 

dragon totem. These wings grant you a fly speed of 60 feet with

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average maneuverability. You can use these wings for 1 minute

per day per oracle level. This duration does not need to be

consecutive, but it must be spent in 1 minute increments. You

must be at least 7th level before selecting this revelation.

  Final Revelation: Upon reaching 20th level, your 

understanding of draconic insight reaches its zenith. You gain

spell resistance of 11 + your level as well as immunity to sleep

and paralysis. You gain the ability to cast Foresight  once per day as a spell-like ability as well as gain a permanent +4 to

your caster level for the purposes of any divination spell you

might cast.

  Dream Mystery

  Class Skills: An oracle with the dream mystery adds

 Autohypnosis (Wis), Knowledge (psionics) (Int), Linguistics (Int)

and Perception (Wis) to his list of class skills.

  Bonus Spells: Sleep (2nd), Calm Emotions (4th), Deep

Slumber  (6th), Divination (8th), Dream (10th), Cloak of 

Dreams (12th), Vision (14th), Temporal Stasis (16th), Astral 

Projection (18th)

  Revelations An oracle with the dream mystery can choose

from any of the following revelations.

  Dream Form (Sp): As a full round action that provokes,

you can the ability to summon a creature of pure dream thought

to attack a specific creature. Treat this as Phantasmal Killer . At

17th level, the creature can attack multiple targets. Treat this as

Weird . This ability can be used one per day. You must be at

least 11th level before taking this revelation.

  Dream Master (Su): You gain the ability, via sleeping,

resting or meditation for one full round that provokes, to go intoa dream-like trance that leaves you partially awake and partially

asleep. While in this state, you suffer a -2 to Strength and

Dexterity, but gain a +2 insight bonus to Wisdom and Charisma.

These bonuses do not provide additional spell slots or power 

points, but affect everything else. While in this state, you are

immune to sleep effects and any undesired effects that rely on

dreaming. At 11th level and every four levels thereafter, the

bonus to Wisdom and Charisma improves by another +2.

  This ability lasts for one hour per oracle level. This

duration does not need to be consecutive, but does need to be

spent in one hour increments. You must be at least 7th level

before selecting this revelation.

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  Dream of Contact (Su): You gain the ability, via sleeping,

resting or meditation for one full round that provokes, to contact

another conscious mind that is on the same plane. This brief 

form of telepathic contact allows you send a message up to 25

words or a single, clear mental picture to the recipient. The

recipient must be someone that you can specify clearly, either 

by name, reputation or location. The recipient does not get the

ability to respond to the message but is instantly aware of it

(and that you sent it). Recipients that are unconscious or immune to mind-affecting effects cannot be targeted by this

ability.

  This ability can be used up to once per day at 1st level

and one additional time per day for every five levels, to a

maximum of five times per day at 20th.

  Dream of Flight (Su): As a swift action, you can manifest a

pair of translucent wings, a fluffy cloud or any other dream

figment that would allow you to fly. Regardless of the

appearance, this figment cannot be separated from you and

grants you a fly speed of 60 feet with average maneuverability.

You can use this figment for 1 minute per day per oracle level.

This duration does not need to be consecutive, but it must be

spent in 1 minute increments. You must be at least 7th level

before selecting this revelation.

  Dream of Insight (Su): You can the ability to tap into the

collective unconsciousness to gain insight about a problem or 

question. This requires one minute of either sleep, rest or 

meditation through the use of the Autohypnosis skill (DC 20). At

1st level, this provides you with a +10 insight bonus to any one

Knowledge check and the ability to make that check untrained.

 At 7th level, you can choose to replace this bonus with the

benefits of a Divination effect. At 11th level, you can choose to

replace this bonus with the benefits of a Legend Lore effect. At

15th level, you can choose to replace this bonus with the

benefits of a Vision effect. All of these effects use your oracle

level as the caster level.

  This ability can be used up to once per day, plus one

additional time per day at 10th level. You must be at least 3rd

level before selecting this revelation.

  Dream of Instinct (Su): By tapping into the time shifts of 

the dreamscape, you gain a split second warning when

something is about to go terribly wrong. As an immediate actionthat does not provoke, you can add one half of your oracle

level, round down, to a minimum of 1, as an insight bonus to

either your Armor Class for the purposes of one attack, or to a

single saving throw. You can use this ability a number of times

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per day equal to 3 + your Chr modifier. You must be conscious

and aware of the threat in order to use this ability.

  Dream of Perception (Ex): At 1st level, you gain low-light

vision. At 4th level, you gain darkvision 60 feet. At 7th level, you

gain lifesense of 30 feet, but only in regards to minds that are

not immune to mind-affecting effects. At 11th level, you gain

telepathy of 30 feet and your lifesense extends to 60 feet. At

15th level, your telepathy extends to 60 feet. You can choose toactivate and deactivate your lifesense and telepathy as an

immediate action in cause you come across a mind that is

actively harmful to read.

  Dream Shield (Ex): You gain a +2 insight bonus to saving

throws against mind-affecting effects. At 4th level and every

three levels thereafter, this increases by +1.

  Dream State (Su): You are able to place another person

into a deep, dreaming sleep. This is done as a melee touch

attack. If successful, the target falls asleep. This sleep is

natural so it is possible the target to immediately wake up the

following round if combat is near, but he will otherwise sleep for 

between one to eight hours on his own, based on the recipient's

sleep cycle. You can use this ability a number of times per day

equal to 3 + your Chr modifier.

  Sleepwalking (Su): You are able to force a creature in a

state between awake and dreaming. This requires a melee

touch attack. If successful, the target must make a Will save or 

be dazed for a number of rounds equal to your oracle level. A

successful saving throw reduces this duration by half, round

down. You can use this ability a number of times per day equal

to 3 + your Chr modifier.

  Final Revelation: Upon reaching 20th level, your 

understanding of dreams and dreaming insight reaches its

zenith. You do not need to sleep and can choose to be immune

to mind-affecting effects, as desired. You can become

incorporeal (and return to being corporeal) at will as a standard

action that does not provoke. While incorporeal, you are

immune to any polymorph effects and any polymorph effects

you are currently effected by immediately end.

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