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Oracle Mysteries

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Contents
1 A Note on Alignments & Oracles
2 New Mysteries
2.1 Dragon Mystery
2.2 Dream Mystery

Races
Classes
Artificer
Deities & Faiths
Domains & Subdomains
Oracle Mysteries
Mythic Abilities
Prestige Classes
Feats
Skills

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,

Traits & Drawbacks

this choice of mystery must be completely justified to the way

Equipment & Services

the oracle views their faith and thus is somewhat up to GM's

Magical Items

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

Magic

oracles in Eberron.

Deities & Faiths


Oracle Mysteries
Outsiders & Possession

Ancestor: The Path of the Prophecy, The Undying


Court, The Spirits of the Past

The Planes

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

Spells & Powers

The Lord of Blades, The Fury, The Mockery

Spells and Powers by Class

Bones: The Blood of Vol, The Keeper

Rules

Dark Tapestry: The Dragon Below, The Path of the

Bestiary

Dark, The Shadow

Removed Material

Dragon: The Dragon Below, The Path of the Prophecy

Downloads

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

The Epic Campaign

The Path of the Light

The Story So Far...

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

PCs

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

NPCs

Juju: The Blood of Vol, The Mockery

Important Items & Places

Life: Arawai, Boldrei, Olladra, The Undying Court

The Opposition
Credits & Links
Community Use / OGL
d20 Pathfinder SRD
Pathfinder Forums

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


The Traveler
Metal: Kol Korran, Onatar, The Becoming God, The
Lord of Blades

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 Traveler
Wood: 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 rage
power, 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 summon
the 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

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 associated
damage. 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 Charismabased. 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 mindaffecting 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

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

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 into
a 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.

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 action
that 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

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 to
activate 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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