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Oracle is a class in Pathfinder: Wrath of the Righteous.

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

Gameplay

Role: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like–minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.


Progression Table

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Curse,
Additional Spells (cure/inflict) selection,
Mystery,
Additional Class Skill,
Revelation
3 - - - - - - - -
2 +1 +0 +0 +3 Mystery's Spell L1,
Additional Spell L1
4 - - - - - - - -
3 +2 +1 +1 +3 Revelation 5 - - - - - - - -
4 +3 +1 +1 +4 Mystery's Spell L2,
Additional Spell L2
6 3 - - - - - - -
5 +3 +1 +1 +4 6 4 - - - - - - -
6 +4 +2 +2 +5 Mystery's Spell L3,
Additional Spell L3
6 5 3 - - - - - -
7 +5 +2 +2 +5 Revelation 6 6 4 - - - - - -
8 +6/+1 +2 +2 +6 Mystery's Spell L4,
Additional Spell L4
6 6 5 3 - - - - -
9 +6/+1 +3 +3 +6 6 6 6 4 - - - - -
10 +7/+2 +3 +3 +7 Mystery's Spell L5,
Additional Spell L5
6 6 6 5 3 - - - -
11 +8/+3 +3 +3 +7 Revelation 6 6 6 6 4 - - - -
12 +9/+4 +4 +4 +8 Mystery's Spell L6,
Additional Spell L6
6 6 6 6 5 3 - - -
13 +9/+4 +4 +4 +8 6 6 6 6 6 4 - - -
14 +10/+5 +4 +4 +9 Mystery's Spell L7,
Additional Spell L7
6 6 6 6 6 5 3 - -
15 +11/+6/+1 +5 +5 +9 Revelation 6 6 6 6 6 6 4 - -
16 +12/+7/+2 +5 +5 +10 Mystery's Spell L8,
Additional Spell L8
6 6 6 6 6 6 5 3 -
17 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 4 -
18 +13/+8/+3 +6 +6 +11 Mystery's Spell L9 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +6 +6 +12 Final Revelation 6 6 6 6 6 6 6 6 6


Base Features

OracleCurseSelection Curse

Every oracle has a curse that gives them certain penalties and bonuses. As the oracle advances, their curse becomes less detrimental and more beneficial.

For example, the Blackened curse impedes the oracle's ability to hit an enemy with a weapon, but grants them a number of fire spells.

Additional Spells

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the Cure Spells or the Inflict Spells to her list of spells known.

These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

OracleMysterySelection Mystery

Every oracle devotes their life to studying some mystery. The mystery determines the oracle's specialization, giving them certain spells and revelations - abilities that empower the oracle in their chosen role.

Available mysteries:

Mystery Class Skill

Oracle gain additional class skill from the Mystery.

Restoration Revelation

At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery.

If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.

Final Revelation

At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery.

Selectable Features

List of Curses

BlackenedCurse Blackened

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.

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 burning arc to your list of spells known.

At 10th level, add fire snake to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add hellfire ray to your list of spells known.

DemonicCurse Demonic

Your heart is cursed with the pull of the Abyss.

Creatures instinctively distrust you, and you take a –3 penalty on Persuasion skill checks when used for diplomacy.

You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you.

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.

HellboundCurse Hellbound

Infernal influence grants you profane insight and weighs on your soul.

Creatures instinctively distrust you, and you take a –3 penalty on Persuasion skill checks when used for diplomacy.

You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you.

At 5th level, you gain a +4 bonus to all saving throws against charm effects.

At 10th level, you gain immunity to fire.

At 15th level, any weapon you wield is treated as awful and evil for the purposes of overcoming damage reduction.

LameCurse Lame

One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition.

PlaguedCurse Plagued

You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

You take a –1 penalty on all saving throws against disease effects, but you are immune to the sickened condition.

At 5th level, add Pox Pustules to your list of 2nd-level oracle spells known.

At 10th level, increase the save DC of any disease effect you create by +2.

At 15th level, you are immune to the effects of disease.

PowerlessProphecyCurse Powerless Prophecy

You are forewarned of danger but can't act to prevent it. You gain Uncanny Dodge, as the rogue class feature, but you are staggered for the entire first round of combat.

At 5th level, you gain a +4 insight bonus on initiative checks.

At 10th level, you gain Improved Uncanny Dodge as the rogue ability, using your oracle level as your rogue level.

At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during the first round of combat.

PrankedCurse Pranked

Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies.

In addition to any social consequences of such mischief, you take a –4 penalty on initiative checks. Add Faerie Fire to your list of spells known.

At 5th level, add glitterdust and mirror image to your list of spells known.

At 10th level, add confusion to your list of spells known as a 5th-level spell.

At 15th level, add insanity to your list of spells known.

WastingCurse Wasting

Your body is slowly rotting away.

You take a –4 penalty on Charisma-based skill checks, except for Persuasion skill checks when used to intimidate. You gain a +4 competence bonus on saves made against disease.

At 5th level, you are immune to the sickened condition (but not nauseated).

At 10th level, you gain immunity to disease.

At 15th level, you are immune to the nauseated condition.

WolfScarredFaceCurse Wolf-Scarred Face

Your face is deformed, as though you were born with a wolf's muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face.

You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.

All spells you cast have a 10% chance to fail.

At 5th level, you add Magic Fang to your list of known spells and your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small.

At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small.

At 15th level, you add Magic Fang, Greater to your list of known spells and the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.

Additional Class Skills

Mystery STR DEX INT WIS CHA
AT MO TR ST KA KW LN LR PC PS UM
Ancestor Journal iconok new2 Journal iconok new2 Journal iconok new2 Journal iconok new2
Battle Journal iconok new2 Journal iconok new2 Journal iconok new2
Bones Journal iconok new2 Journal iconok new2
Flame Journal iconok new2 Journal iconok new2 Journal iconok new2
Life Journal iconok new2
Nature Journal iconok new2 Journal iconok new2
Stone Journal iconok new2 Journal iconok new2
Waves Journal iconok new2 Journal iconok new2 Journal iconok new2
Wind Journal iconok new2 Journal iconok new2

Revelations

Mystery Revelations
Ancestor
Battle
Bones
Flame
Life
Nature
Stone
Waves
Wind

Mysteries' Spell

Spells that come from spell lists of classes other than Cleric/Oracle spells are highlighted.

Mysteries Spell gain
1 (CL2) 2 (CL4) 3 (CL6) 4 (CL8) 5 (CL10) 6 (CL12) 7 (CL14) 8 (CL16) 9 (CL18)
Ancestor

RenewedVigor
Unbreakable Heart

SeeInvisibility
See Invisibility

Heroism
Heroism

CrusadersEdge
Crusader's Edge

BurstOfGlory
Burst of Glory

TrueSeeing
True Seeing

TrueSeeingCommunal
True Seeing, Communal

PredictionOfFailure
Prediction of Failure

Foresight
Foresight

Battle

EnlargePerson
Enlarge Person

BullStrength
Bull's Strength

MagicalVestment
Magical Vestment

EnlargePersonMass
Enlarge Person, Mass

RighteousMight
Righteous Might

BullsStrengthMass
Bull's Strength, Mass

LegendaryProportions
Legendary Proportions

RiftOfRuin
Rift of Ruin

OverwhelmingPresence
Overwhelming Presence

Bones

CauseFear
Cause Fear

FalseLife
False Life

AnimateDead
Animate Dead

Fear
Fear

SlayLiving
Slay Living

CircleofDeath
Circle of Death

Grasp of the dead
Create Undead

HorridWilting
Horrid Wilting

BansheeBlast
Wail of the Banshee

Flame

BurningHands
Burning Hands

Resist energy el neutral solo
Resist Energy

Fireball
Fireball

VolcanicStorm
Volcanic Storm

SummonElementalLargeFire
Summon Large Fire Elemental

FormOfTheDragonI
Dragonkind I (Red)

Firestorm
Fire Storm

SummonElementalElderFire
Summon Elder Fire Elemental

FieryBody
Fiery Body

Life

RemoveSickness
Remove Sickness

RestorationLesser
Restoration, Lesser

NeutralizePoison
Neutralize Poison

Restoration
Restoration

BreathOfLifeCast
Breath of Life

Heal
Heal

RestorationGreater
Restoration, Greater

HealMass
Heal, Mass

HeroicInvocation
Heroic Invocation

Nature

FeatherStep
Feather Step

Barkskin
Barkskin

Poison
Poison

SpikeStones
Spike Stones

CaveFangs
Cave Fangs

PrimalRegression
Primal Regression

CreepingDoom
Creeping Doom

AnimalShapes
Animal Shapes

Shapechange
Shapechange

Stone

CorrosiveTouch
Corrosive Touch

StoneCall
Stone Call

Protection fr el acid solo
Protection from Acid

ElementalBodyIEarth
Elemental Body I (Earth)

AcidicSpray
Acidic Spray

AcidFog
Acid Fog

CausticEruption
Caustic Eruption

SummonElementalElderEarth
Summon Elder Earth Elemental

ClashingRocks
Clashing Rocks

Waves

Snowball
Snowball

FrigidTouch
Frigid Touch

Protection fr el cold solo
Protection from Cold

IceStorm
Ice Storm

IcyPrison
Icy Prison

ElementalBodyIIIWater
Elemental Body III (Water)

IceBody
Ice Body

Seamantle
Seamantle

ChannelEnergy02b
Tsunami

Wind

FeatherStep
Feather Step

ProtectionFromArrows
Protection from Arrows

LightningBolt
Lightning Bolt

Echolocation
Echolocation

CallLightningStorm
Call Lightning Storm

ElementalBodyIIIAir
Elemental Body III (Air)

SummonElementalGreaterAir
Summon Greater Air Elemental

Stormbolts
Stormbolts

WindsOfVengeance
Winds of Vengeance

Enlightened Philosopher Mystery's level 1 spell

OwlWisdom
Owl's Wisdom

RemoveBlindness
Remove Blindness

Confusion
Confusion

TrueSeeing
True Seeing

OwlsWisdomMass
Owl's Wisdom, Mass

TrueSeeingCommunal
True Seeing, Communal

MindBlank
Mind Blank

MindBlankCommunal
Mind Blank, Communal

List of Final Revelations

Ancestor Upon reaching 20th level, you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense up to a range of 60 feet, and a +4 bonus on your caster level for all Divination spells. You can cast foresight as a spell-like ability once per day.
Battle Upon reaching 20th level, you become an avatar of battle. You gain the pounce ability. Whenever you confirm a critical hit, you can ignore any DR the target might possess. Whenever an enemy tries to confirm a critical hit against you, you gain a +4 insight bonus to your AC for this check.
Bones Upon reaching 20th level, you become a master of death. You can cast animate dead at will. Additionally, once per day, you can cast power word kill, but the spell can only target a creature with 150 hit points or less.
Flame At 20th level, all spells with the fire descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.
Life Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects.
Nature At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can change your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, as a full-round action. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.
Stone At 20th level, all spells with acid descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.
Waves At 20th level, all spells with cold descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.
Wind At 20th level, all spells with electricity descriptor cast by the oracle are always empowered, as though using the Empower Spell feat.
Enlightened Philosopher Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Once per day, should you die, 1 round after dying you are reborn as a living example of the summoning of your chosen philosophy. Your body re-forms with all your equipment, and you return to life with maximum hit points.


Aggregated Spell Table

Spells that come from spell lists of classes other than Cleric/Oracle spells are highlighted.

Mysteries Spell gain
1 (CL2) 2 (CL4) 3 (CL6) 4 (CL8) 5 (CL10) 6 (CL12) 7 (CL14) 8 (CL16) 9 (CL18)
Ancestor

RenewedVigor
Unbreakable Heart

SeeInvisibility
See Invisibility

Heroism
Heroism

CrusadersEdge
Crusader's Edge

BurstOfGlory
Burst of Glory

TrueSeeing
True Seeing

TrueSeeingCommunal
True Seeing, Communal

PredictionOfFailure
Prediction of Failure

Foresight
Foresight

Battle

EnlargePerson
Enlarge Person

BullStrength
Bull's Strength

MagicalVestment
Magical Vestment

EnlargePersonMass
Enlarge Person, Mass

RighteousMight
Righteous Might

BullsStrengthMass
Bull's Strength, Mass

LegendaryProportions
Legendary Proportions

RiftOfRuin
Rift of Ruin

OverwhelmingPresence
Overwhelming Presence

Bones

CauseFear
Cause Fear

FalseLife
False Life

AnimateDead
Animate Dead

Fear
Fear

SlayLiving
Slay Living

CircleofDeath
Circle of Death

Grasp of the dead
Create Undead

HorridWilting
Horrid Wilting

BansheeBlast
Wail of the Banshee

Flame

BurningHands
Burning Hands

Resist energy el neutral solo
Resist Energy

Fireball
Fireball

VolcanicStorm
Volcanic Storm

SummonElementalLargeFire
Summon Large Fire Elemental

FormOfTheDragonI
Dragonkind I (Red)

Firestorm
Fire Storm

SummonElementalElderFire
Summon Elder Fire Elemental

FieryBody
Fiery Body

Life

RemoveSickness
Remove Sickness

RestorationLesser
Restoration, Lesser

NeutralizePoison
Neutralize Poison

Restoration
Restoration

BreathOfLifeCast
Breath of Life

Heal
Heal

RestorationGreater
Restoration, Greater

HealMass
Heal, Mass

HeroicInvocation
Heroic Invocation

Nature

FeatherStep
Feather Step

Barkskin
Barkskin

Poison
Poison

SpikeStones
Spike Stones

CaveFangs
Cave Fangs

PrimalRegression
Primal Regression

CreepingDoom
Creeping Doom

AnimalShapes
Animal Shapes

Shapechange
Shapechange

Stone

CorrosiveTouch
Corrosive Touch

StoneCall
Stone Call

Protection fr el acid solo
Protection from Acid

ElementalBodyIEarth
Elemental Body I (Earth)

AcidicSpray
Acidic Spray

AcidFog
Acid Fog

CausticEruption
Caustic Eruption

SummonElementalElderEarth
Summon Elder Earth Elemental

ClashingRocks
Clashing Rocks

Waves

Snowball
Snowball

FrigidTouch
Frigid Touch

Protection fr el cold solo
Protection from Cold

IceStorm
Ice Storm

IcyPrison
Icy Prison

ElementalBodyIIIWater
Elemental Body III (Water)

IceBody
Ice Body

Seamantle
Seamantle

ChannelEnergy02b
Tsunami

Wind

FeatherStep
Feather Step

ProtectionFromArrows
Protection from Arrows

LightningBolt
Lightning Bolt

Echolocation
Echolocation

CallLightningStorm
Call Lightning Storm

ElementalBodyIIIAir
Elemental Body III (Air)

SummonElementalGreaterAir
Summon Greater Air Elemental

Stormbolts
Stormbolts

WindsOfVengeance
Winds of Vengeance

Enlightened Philosopher Mystery's level 1 spell

OwlWisdom
Owl's Wisdom

RemoveBlindness
Remove Blindness

Confusion
Confusion

TrueSeeing
True Seeing

OwlsWisdomMass
Owl's Wisdom, Mass

TrueSeeingCommunal
True Seeing, Communal

MindBlank
Mind Blank

MindBlankCommunal
Mind Blank, Communal


Archetypes

Archetype Gains Loses
Divine Herbalist
Enlightened Philosopher
Lone Strider
Possessed Oracle
Purifier
Seeker
Wind Whisperer
Dual-Cursed Oracle Logo LNmini

Enlightened Philosopher

Gains


Loses


Lone Strider

Gains


Loses


Divine Herbalist

Gains


Loses


Possessed Oracle

Gains


Loses


Purifier

Gains


Loses


Seeker

Gains


Loses


Wind Whisperer

Gains


Loses


Dual-Cursed Oracle Logo LNmini

Gains


Loses

Hints and Tips

Oracle is generally considered one of the good class to pick especially with Angel mythic path.

Guides

CRPGBro youtube videos: