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Gypsy

Larissa Brightfoot's page

1,069 posts. Alias of Pixie Rogue.


Full Name

Larissa

Race

Changeling (Annis Hag)

Classes/Levels

Oracle of Life 6; 32/32 hp

Gender

Female

Age

16

About Larissa Brightfoot

Oracle (Life mystery, favored) 6
Neutral Good
Init +3 [+1 ability, +2 trait]
Senses Perception +2
Darkvision
Speed 20 ft

BACKGROUND, or what brings you to Ravengo?:

Standing at the grave in the Restlands of Ravengo, the young raven-haired beauty thinks back on how she came to be here. Nine months ago? Has it only been nine months? It was my first late duty in the infirmary, caring for those in the recovery ward. I'm still surprised that Sister Beuvel trusted one so young as myself to stay up alone with the patients, but I noticed that she spent the night in the guest chambers - much closer to the ward than her quarters on the second floor.

The thunderstorm that night was quite loud. Several of the patients had trouble sleeping with all the noise, especially when one of the shutters came loose and started banging against the outer wall. Larissa was able to catch the shutter and secure it closed for the time being. She was startled when the outer door in the hall slammed open in the wind - she'd just checked to make sure it was latched - and when she went to investigate, there stood two men. Well, the one wearing the hood stood holding the other one - he was either very ill or very drunk. Motioning to keep quiet, she waved the men toward her just as Father Kastigarr came out of his quarters, mace in hand. Sizing up the situation accurately, he got a shoulder under the slumping man and aided his rescuer. "Get the door," which Larissa did, latching it firmly.

When she returned to the ward, Father Kastigarr and the hooded man had laid the sick man on an empty bed and were beginning to work the laces on his shoes. Larissa rushed over, "Shoo! You help this kind man dry out and I will take care of this man. Tonight, this is my ward, so he is my patient." Hands on her hips, she was not taking 'no' for an answer. Kastigarr chuckled and led the other man back to the hall. Shortly after that, Larissa heard the outside door closing and getting latched.

By the time Father Kastigarr returned, Larissa had the man in nightclothes and under the covers. "This man is not ill, Father. He looks like he was beaten within an inch of his life! I'm not sure why he's still alive, truth be told. No papers or coin, I suppose that might be the answer, but it means we don't even know how to find his kin - if he has any." "Well, his 'friend' claimed to not know him. Said he found the wretch lying in the gutter just down the street and felt the least he could was bring him to Sarenrae's care, here." Smiling, the cleric patted the girl on the shoulder, "He's in good hands now. Good night, young lady. Don't bring in any more strays, ok?"

Wrinkling her nose at the cleric - who was the closest thing she had to family other than the other orphans here - she returned to her rounds. In the morning, she explained the night's events to Sister Beuavel and indicated that she would like to take responsibility for the beaten man's recovery. The Sister thought it would be a good learning experience, so she agreed to oversee, but let the girl make the decisions. Thus it was, after considerable personal attention and prayer to Sarenrae and Pharasma, that the man finally opened his eyes almost 48 hours later. His bones were largely knit and the bruising was already starting to fade -- Larissa had found that her fervent prayers were being answered and she was able to almost 'push' the injuries from poor man's body. Father Kastigarr and Sister Beuavel found it interesting because she seemed to be channeling their patron's gifts, but she was far too young and did not have the proper schooling - she didn't even know the appropriate prayers!

Sadly, her newfound blessings did nothing for the poor man's memory. He woke up without a notion of where he was, how he'd gotten there, or where he was headed to next. And his name was as big a mystery.

However, he seemed to know just about everything else a person could know - and that, he remembered! Larissa spent many hours talking to the man, hearing of exotic places and strange creatures and learning that many of them were actually really real!

Gradually, his memory came back and the temple was able to get word to his daughter in Ravengro.

The thought of the Professor's home town brings the girl back to the present for a moment. Father Kastigarr nudges her and indicates one of the paths through the cemetery where a small group with a casket appears to be working how who will carry. Is that? Yes, Kendra, the Professor's daughter is among them, speaking to another woman.

I wonder how Kendra is holding up. Her father obviously thought the world of her. Even when he could not remember his name or hers, he knew that he had a daughter and that he must get back to her.

After the Professor was well enough to travel, a carriage came to pick him up and he was gone. It surprised Larissa how much she missed their talks. She'd never had a problem letting a patient go before, but she found herself looking for him time and again.

Then one day, Sister Beuavel came to her with a letter in her hand. "The gentleman that you cared for, the learned man - he writes asking that you travel to his home in Ravengro. It is unusual, but I see no reason to deny the request - and I see you pining for his company. Would you wish to visit him?" Almost too eagerly and certainly too quickly, the girl replied, "May I?" With a smile, the matron replied, "I thought as much. I will contact him to make the arrangements. Father Kastigarr has offered to accompany you to assure your safety."

A few short days later, she was leaving the only home she'd known for eight years in a carriage sent by the Professor. His daughter was every bit as kind and beautiful as she expected, but they spoke little. Kendra greeted them at the door and showed Larissa where to freshen up, but she'd into town when Larissa emerged. The Professor soon had Larissa and the good father in the study to interview them almost immediately and they stayed there until supper. Afterwards, the travel and the day of being studied had worn the poor girl out and she excused herself to her room early.

The next day, the Professor made it clear why he had asked her to come to Ravengro. "Dear child, your talents are amazing for one so young, but frankly they are not noteworthy enough to have you come all this way. I wish to discuss something that I suspect is closer to your heart. What do you know of your father and mother? Your real parents?" Larissa remembered the question taking her aback - she hadn't really thought of parents for so long. "I.. I know nothing of my birth mother. If she knew who my father was, she left no indication when she abandoned me. The couple that I called Mother and Father found me in a common basket on their doorstep. They told me my hungry wailing brought them to the door despite the late hour. They were childless and their prayers to Pharasma went unanswered. Finally, they asked a Pharasmin cleric to pray for them. He told them that he'd seen that they would be blessed with a child in an unusual manner - and they found me within the week."

"What I remember of my time in their home was wonderful. It was not to last, but they certainly raised me with love for many years. It came to an end when Mother became pregnant. Everyone said she was too old to bear a child, that the child would be born deformed, a monster, but he was perfect. I loved him at first sight, but Mother became very protective of him and would not let me touch him. I think she feared that I would become jealous and harm him." As she spoke, tears welled up in the girl's eyes, "Mother had noticed that my fingernails were growing longer and harder, like claws, really. You commented on them while you were still healing in the ward. One day, Jameson - my brother - scratched himself on the face and began to cry. I looked in on him and was turning his head to look at the scratch when Mother came in. She saw the scratch - and I was touching him - and assumed the worst. She dragged me out of the only home I'd ever known and to the street. She said she'd always suspected I was 'demon spawn' and now she knew for certain and that I was never to come back. 'Go to the orphanage, you devil - they know what to do with monsters like you!'" The tears flowed freely for a moment until she regained her composure. "And there I lived for the next eight years, where you met me."

The Professor offered Larissa a handkerchief to dab her eyes and waited until she nodded. He started, "That is much what I expected. Tell me, have you begun to hear whispers? A voice in your dreams telling you to go somewhere you don't know?" Her eyes wide, she whispered, "Yes - how did you know? I haven't even told Father Kastigarr of those dreams because I feared I was going crazy. I don't want to be committed to some asylum - I feel fine!"

"Rest easy, child. This is why I asked you to come here. You are an unusual young woman. A few of the unusual characteristics that I noticed while you cared for me - unusual strength for a woman of your age and size; your lovely, but mismatched eyes; the talons that you mentioned - these features reminded me of something I needed to investigate further before I shared my suspicions with you. You see, while I am certain that you are no monster, I am equally sure that your mother - your birth mother - is." He stopped, watching her reaction, letting it soak in before he continued.

"There is a type of what most men would call monsters that are exclusively female. They are called hags. They seduce and mate with males of the standard races, often through trickery, and leave their children - always female - with members of the father's race to raise. When the child, known as a changeling, reaches a certain age, the mother begins to call her home. Little is known of what happens next, but the girl that was is no more - she either becomes a new hag - or she is never seen again." Taking the girl's right hand in both of his, he says, "You must resist the call. Nothing good will come of following that siren and eventually they will stop calling. Be ready - they might come to you, but my research indicates that's unlikely to happen."

The rest of the visit to Ravengro was a blur. The revelation of the source of her physical nature stunned the young woman, but, truth be told, it did not truly surprise her. Father Kastigarr never mentioned what he heard that day and has not turned his back on her, monstrous origins or not, and that has given her the strength to resist her mother's - her true mother's call thus far.

When she got the summons to come back to Ravengro for the Professor's funeral, it made her heart ache. She would never be able to repay the man for the gift he'd given her. By explaining what she was, who she was, he had given her a chance at life that she didn't even know she needed.

With a start, the sound of angry voice and Father Grimburrow rushing away brought Larissa back to the present where a group of locals were accosting the pallbearers and Kendra.

APPEARANCE:
Larissa is an attractive sixteen-year-old girl, approximately 5' 6'', probably around 115 pounds. She commonly wears her long black hair held back in a simple ribbon, but she will sometimes let it fall unhindered, where it reaches about halfway down her back. Least likely, because she doesn't like to take the time, is when she braids it, but she will do so if she's going to be working and needs to keep it out of her eyes. Which brings us to her most unusual feature, her eyes. Her left eye is a brilliant emerald green, but her right eye is a robin's egg blue. The combined effect is unnerving.

Her attire is generally functional and always conservative. As a gift prior to her original 'adventure' to Ravengro, she received an traveler's outfit from the other children at the orphanage as a parting gift. Her armored coat was a gift from the Sarenrae clergy - "Young lady, we've protected you as long as we could, so we are giving you this gift so our protection of you can follow you in your travels. Be safe."

DAILY ABILITIES:

Energy Body (6/6 rounds remaining)
Channel Energy (7/7 remaining)
Lesser Metamagic Rod of Reach (3/3 remaining)

DEFENSE:

AC 19, touch 11, flat-footed 18 (Armor +7, Dex +1, Natural +1)

CMD 16 (10, BAB +4, Str +1, Dex +1)

hp 32 (6d8 [oracle]+0 [Con]+0 [favored])

Save
Fort +4: [+2 oracle, +0 ability, +1 magic, +1 trait]
Ref +4: [+2 oracle, +1 ability, +1 magic]
Will +8: [+5 oracle, +2 ability, +1 magic]

OFFENSE:

Base Atk +4; CMB +5
Melee quarterstaff +5 (1d6+2, 20/x2)
Melee +1 heavy mace +6 (1d8+3, 20/x2)
Melee 2 claws +6 (1d4+3, 20/x2) includes +1 to attack and damage from Mother's Gift feat
Melee +1 shapechanger bane dagger +6 (1d4+3,19-20/x2)
Ranged light crossbow +5 (1d8, 19-20/x2), 80' range
Ranged Sarenrae's Spiritual Scimitar +6 (1d8+2, 18-20/x2)

STATS, FEATS & SKILLS:

Statistics STR 13, DEX 13, CON 10, INT 15, WIS 15, CHA 18
Feats Extra Revelation (1st), Extra Channel (3rd), Mother's Gift (Hag Claws) (5th)
Traits Chance Savior - +2 trait bonus to Initiative; Resilient - +1 trait bonus to Fortitude
Skills
42 skill points: 36 [6*(4+Int Mod(2)) ORA + 6 Favored bonus]

Acrobatics -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Acrobatics (Jump) -3: [+0 ORA ranks, +1 Ability, -0 ACP, -4 Speed]
Appraise +6: [+1 ORA ranks, +2 Ability, +3 Class]
Bluff +4: [+0 ORA ranks, +4 Ability]
Climb +1: [+0 ORA ranks, +1 Ability, -0 ACP]
Diplomacy +13: [+6 ORA ranks, +4 Ability, +3 Class]
Disable Device -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Disguise +4: [+0 ORA ranks, +4 Ability]
Escape Artist -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Fly -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Handle Animal +9: [+2 ORA ranks, +4 Ability, +3 Class]
Heal +15: [+6 ORA ranks, +2 Ability, +3 Class, +4 Class Ability]
Intimidate +3: [+0 ORA ranks, +3 Ability]
Knowledge (History) +8: [+3 ORA ranks, +2 Ability, +3 Class]
Knowledge (Nature) +7: [+2 ORA ranks, +2 Ability, +3 Class]
Knowledge (Planes) +8: [+3 ORA ranks, +2 Ability, +3 Class]
Knowledge (Religion) +9: [+4 ORA ranks, +2 Ability, +3 Class]
Perception +2: [+0 ORA ranks, +2 Ability]
Ride -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Sense Motive +8: [+3 ORA ranks, +2 Ability, +3 Class]
Spellcraft +11: [+6 ORA ranks, +2 Ability, +3 Class]
Stealth -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Survival +11: [+6 ORA ranks, +2 Ability, +3 Class]
Swim -2: [+0 ORA ranks, +1 Ability, -3 ACP]

Languages Common, Draconic, Giant

SQ:
: Favored Class (Oracle), Hulking Changeling (+1 trait bonus to melee damage), Claws (2 attacks, 1d4 damage), Natural Armor (+1), Darkvision 60', Healing Hands (oracle revelation), Energy Body (oracle revelation), Bonus Spells (Detect Undead), Channel positive energy (7/day, 3d6, Will DC 15, oracle revelation)

GEAR:

Combat Gear: Wand of Cure Light Wounds (39 charges), Lesser Metamagic Rod (Reach)
Other Gear (carried): +1 Agile Breastplate, Cloak of Resistance +1, Backpack, Crossbow Bolts (10), Silver Crossbow Bolts (6), Light Crossbow, Silver Weapon Blanch (2x), Flint and Steel, Common Lamp (15' bright, 30' shadowy, 6 hr/pint), Oil (1 pint), Traveler's Outfit, Quarterstaff, Trail Rations (5 days'), Spell Component Pouch, Waterskin, +1 Shapechanger Bane Dagger, +1 Heavy Mace, Silver Ring (20 gp), 421 gp

healer's kit, antitoxin, antiplague (3), bloodblock (2), smelling salts, soothe syrup, potion of cure light wounds (2), scroll of lesser restoration, vial of holy water (2), potion of cure moderate wounds, potion of lesser restoration, potion of remove disease (3)

Encumbrance 40.32 lb
Light Load 50
Medium Load 51 - 100
Heavy Load 101 - 150

SPELLS:

Caster level: 6
Close Range: 25' + 5' per 2 levels = 40'
Medium Range: 100' + 10' per level = 160'
Long Range: 400' + 40' per level = 640'

ORACLE
6 Cantrips (0-level) + 2 Curse bonus spells, at will (CL 6), base DC 14
Create Water - V, S, Close range
* This spell generates up to 2 gallons of wholesome, drinkable water, just like clean rain water.
Detect Magic - V, S, 60' cone, Concentration up to CL minutes
* You detect magical auras.
Detect Poison - V, S, 60' cone, Concentration up to CL minutes
* You detect poison.
Ghost Sound (curse bonus) - V, S, M, Close range
* This spell allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Guidance - V, S, Medium range, Touch range, One target creature touched, Duration CL minutes
* The target is imbued with a touch of divine guidance.
Mage Hand (curse bonus) - V, S, Close range, One object up to 5 lb., Duration Concentration, Moves up to 15'/rd, No save
* You point your finger at an object and can lift it and move it at will from a distance.
Mending
Stabilize - V, S, Close range, One living creature
* This spell targets a creature with -1 or fewer hitpoints and causes them to become stable.
Purify Food and Drink - V, S, 10 ft. range, 1 cu. ft./level of contaminated food and water
* This spell makes contaminated food and water pure and suitable for eating and drinking. There is roughly 8 gallons of water in a cubic foot.

ORACLE
4 1st-level + Mystery spell + Cure spell, 6+1/day (CL 5), base DC 15 - 2 cast today
Cure Light Wounds - V, S, Touch, 1d8+CL hit points
* When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save DC 14 to take half damage.
Deathwatch - V, S, 30' Cone-shaped emanation, CL*10 min duration, No Save, No SR
* Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Detect Undead (mystery bonus) - V, S, M/DF, 60 ft. cone, Concentration up a 1 min/level (D)
* 1st rd - presence or absence of undead auras
* 2nd rd - number of auras in the area and the strength of the strongest aura present; if you are good and strongest aura's strength is overwhelming and the creature has HD twice your character level, you are stunned for 1 round
* 3rd rd - strength and location of each undead aura
* Strength faint - 1 HD or less, lingers 1d6 rounds
* Strength moderate - 2 - 4 HD, lingers 1d6 minutes
* Strength strong - 5 - 10 HD, lingers 1d6 x 10 minutes
* Strength overwhelming - 11 HD or higher, 1d6 days
Divine Favor - V, S, DF, Personal range, You, Duration CL minutes
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Protection from Evil - V, S, M/DF, Touch range, One creature touched, Duration CL minutes
* First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
* Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
* Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Sanctuary - V, S, DF, Touch range, One creature touched, Duration CL rounds
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.

2 2nd-level + Mystery spell + Cure spell + 2 Curse bonus spells, 5+1/day (CL 6), base DC 16 - 2 cast today (SW, MI vs trolls)
Cure Moderate Wounds - V, S, Touch, 2d8+5 hit points
* When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save DC 15 to take half damage.
Darkness - Object touched; 20' radius; CL minutes; reduce light levels one step
Lesser Restoration
Levitate (curse bonus)
Minor Image (curse bonus)
Spiritual Weapon - BAB + WIS mod to attack; 1d8 + CL/3 (max 5); crit range and multiplier of deity's favored weapon (Sarenrae's Scimitar)

1 3rd-level + Mystery spell + Cure spell, 3+1/day (CL 6), base DC 17 - 1 cast today
Cure Serious Wounds
Neutralize Poison
Searing Light - V, S, Medium range ray, No Save, No SR
* Creature struck by this ray takes CL/2*1d8 (max 5d8) points of damage. Undead creatures take CL*1d6 (max 10d6), and an undead particularly vulnerable to bright light takes CL*1d8 (max 10d8). Constructs or inanimate objects take only CL/2*1d6 (max 5d6).

REWARDS:

Medium XP track, Goal: 23000
Experience Points: 25754
225 Tussle at the graveyard
100 Research at the mansion
050 More research
190 Zombie Smackdown!
200 Mausoleum Centipedes
650 George's army
100 Library research
050 Larissa's research at the Temple
050 Rohlf's research at the Temple
500 DM's catch-up gift
050 Castiel's Graveyard Negotiations
600 The Squeaking Tower
050 Haunt in the prison entry
300 Ectoplasmic assailants in the hallway
100 Coldspot Haunt
400 Flaming Skulls
780 Headless Flaming Skeletons
150 Infirmary Poltergeist
500 Spiders
120 Branding Irons
350 Straitjackets
1140 Piper and Skeleton army
500 Splatterman's proxy(?)
320 Father Charlatan's ghost(?)
800 Ghoulies in the kitchen
500 The LOPPER!!!
350 Iron Maiden
1000 Splatterman / Mosswood Marauder
500 Returned the badge
400 Phase spider at the moor
720 Bugbears on the swamp road
850 Manticore/Gator at swamp camp
500 Wolves and Highwaymen
600 Dogolem
500 Skin Stealer
800 Boxing Zombies
600 creeper & homonculi
325 troll
250 wraithspawn 1
250 wraithspawn 2
700 wraith leader
320 Edwin's dialogue
1200 Ghoul wolves
1100 Basement vampires
2514 A little mishap with a boat
1400 The mob in the street
600 Dispersing another mob
1500 mob at the jail

Changling Racial Traits:
Changelings are defined by their class levels—they do not possess racial Hit Dice. All changelings have the following racial traits.
–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty.

Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.
Hulking Changeling: A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.

Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.

Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking the primary language of their host society and Common. Changelings who have high Intelligence scores can choose from among the following bonus languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Oracle Class Abilities:
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.
Alignment: Any.
Hit Dice: d8.
Class Skills
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the oracle.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists (see pages 226–229 of the Pathfinder RPG Core Rulebook). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
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 (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). 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.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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.

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.

Mysteries
Each oracle must choose from among the following mysteries. 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book.
Life
Deities: Gozreh, Pharasma, Sarenrae.
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass cure critical wounds (16th), mass heal (18th).
Revelations: An oracle with the life mystery can choose from any of the following revelations.
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. (3d6, Will DC 10 + 1/2 oracle level + CHA MOD = 17)
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Final Revelation: 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. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage.
When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.


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