Golarion-specific Oracle Mysteries


Homebrew and House Rules

Dark Archive

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So, Golarion could totally use some Oracle Mysteries for the various can't-have-clerics groups in the setting, like the Kalistocracy and the Godclaw and the Diabolists. I aim to address that.
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The Mystery of Gold is associated by its detractors with wealth and greed and the pursuit of material indulgences over spiritual concerns, and, yes, it does indeed lend itself to that assumption. However, the Mystery of Gold doesn't just deal with the physical metal of gold, but also the spiritual concept of gold, of purification and rarification, and transmutation of the base into the sublime. It's not all about shiny coins to fatten purses (although that's certainly a big part of it), but also about refining and purifying and ennobling oneself, to become a rarified transformed creature, as much spirit as man, with weak flesh becoming as lasting as immortal gold.

Note that the setting makes no comment one way or the other if the Kalistocracy, for example, suffers from lack of divine support, so the introduction of Oracles of the Mystery of Gold, who would likely be *quite* well received in the Kalistocracy, may or may not mess with certain assumptions.

Mystery of Gold
Dieties Abadar, Norgorber, Mammon, Nivi Rhombodazzle, Thamir Gixx, Prophecies of the Kalistocracy
Class Skills: Appraise, Bluff, Knowledge (nobility), Sleight of Hand
Bonus Spells: magic weapon (3rd), heat metal (5th), magic vestment (7th), shrink item (9th), fabricate (11th), guards and wards (13th), sequester (15th), discern location (17th), polymorph any object (19th)
Revelations: An oracle with the gold mystery can choose from any of the following revelations.
* All that Glitters (Su): As a standard action, you can cause one metal weapon within 30 ft. to visibly transform into solid gold. The weapon’s weight triples, and the user suffers a -4 penalty to attack rolls due to the increased mass. On any hit, the weapon has a 50% chance of gaining the broken condition, as the soft metal deforms, and if it continues to be used while broken, it has a 50% chance on any hit to be destroyed. Against any attempt to sunder the weapon (or otherwise damage it) during the duration, it's hardness and hit points are halved. The weapon remains in this state for a number of minutes equal to your Charisma modifier, and you can use this ability once per day, plus an additional time per day for every four oracle levels you possess.
* Devalue (Su): As a standard action, you can target one non-magical item (or group of related items, such as coins in a pouch) within 30 ft. and cause it to temporarily become mundane and of minimal value. You can effect up to 5 lbs. of material for every oracle level you possess, and the item remains transformed for 1 hour, and you can use this ability a number of times per day equal to 1 + your Charisma modifier. Any valuable properties related to quality or exotic craftsmanship are lost for the duration, so that a masterwork weapon or item of armor becomes of mundane quality, an alchemical concoction or expensive libation becomes simple water, a fist-sized emerald becomes green-tinted quartz, a dose of expensive poison becomes bitter weed and a pile of gold coins becomes paltry copper. While sometimes used to strip away the advantage of a fine weapon or alchemical mixture from a foe, this power seems more popular in the smuggling of contraband…
* Ennoble Armor (Su): As a move-equivalent action, you can cause metal armor (and any shield in hand, if applicable) worn to shimmer and transform into reddish-golden metal. While so transformed, the armor is treated as masterwork armor of both adamantine *and* mithral, reducing in weight by half, being treated as armor one weight class lighter, and having the armor check penalty, max dex bonus and spell failure chance of mithral, and yet also conferring the damage reduction of adamantine armor of its original category. This effect fades immediately if you remove the armor (or release your grasp on the shield), but otherwise lasts a number of rounds equal to your Charisma modifier + your oracle level, and you can activate this property a number of times equal to half your oracle level (minimum once).
* Ennoble Self (Su): As a move-equivalent action, you can cause your skin to become golden-orange in color, purging yourself of injury or weakness. You immediately are healed a number of hit points of damage equal to twice your oracle level, and receive the benefits of [i]lesser restoration. At 8th level, you instead receive the benefit of a restoration spell, and at 14th level, the benefit is the equivalent of a greater restoration spell. You can invoke this effect once per day, plus an additional time per day for every six oracle levels you possess.
* Ennoble Weapon (Su): As a move-equivalent action, you can cause any weapons with a metal striking surface in hand at the time (including a crossbow, but not a bow, which extends the property to any ammunition it fires) to gleam like ruddy gold. While so transmuted, the weapon(s) are treated as a masterwork of both adamantine *and* mithral, both for the purposes of overcoming damage reduction, and halving in weight and bypassing up to 20 pts. of hardness. Despite being lighter, the weapon *feels* unnaturally heavy, and while this property does not impede your ability to wield the weapon, it causes it to strike with great force, so that any blow with the weapon inflicts damage one die size larger than is normal for the weapon. This transmutation fades immediately if someone else attempts to use the weapon, or at the end of any round it leaves your person, for a thrown weapon or item of ammunition, but otherwise lasts a number of rounds equal to your Charisma modifier + your oracle level, and you can activate this property a number of times equal to half your oracle level (minimum once).
* Filthy Lucre (Su): As a standard action, you can curse another within 30 ft. so that the touch of precious metals and stones causes him discomfort. So long as he bears at least a pound worth of coin or jewelry items on his person, he must make a Fortitude save (DC 10 + half your oracle level + your Charisma modifier) to avoid being nauseated by an intense allergic reaction and painful cramps, as of metal poisoning in the blood. If he makes this saving throw, he is still staggered for 1 round, and then sickened until he divests himself of coin and gems or until 24 hours pass, whichever comes first. Coin and gems kept in an extradimensional storage space, such as a handy haversack or portable hole, do not count for this purpose. You can inflict this curse upon another once per day, plus an additional use per day for every five oracle levels you possess, although no individual can succumb to this curse more than once in a 24 hour period.
* Goldsmith (Sp): You can cast mending at will, and can cast a number of spells per day equal to 1 + your Charisma modifier as spell-like abilities from the following list: fabricate, make whole, minor creation. If any of these spells are currently among your spells known when you choose this revelation, you can immediately choose to replace any or all of them with different choices, even if you would not normally be able to make such an exchange at this time (although you cannot replace fabricate in this manner). After you reach your 10th oracle level, you can choose to use major creation in place of minor creation.
* Share Ennoblement (Su): As a standard action, you can expend a use of ennoble armor, ennoble self or ennoble weapon on an item of armor or weapon, or the person, of an ally within 30 ft. If you have not selected one or more of these revelations, this ability cannot be chosen. For the purposes of this ability, the recipient is treated as you, for the duration of the effect (so that ennobled armor or weapon remains effective only so long as upon their person).
* Seeker After Wealth (Sp): You can cast detect magic at will, and can cast a number of spells per day equal to 3 + your Charisma modifier as spell-like abilities from the following list: detect secret doors, knock, locate object. If any of these spells are currently among your spells known when you choose this revelation, you can immediately choose to replace any or all of them with different choices, even if you would not normally be able to make such an exchange at this time.
* Weapons of War (Ex): You gain proficiency with all martial weapons and heavy armor (including tower shields), so long as the armor, shield or weapon is either predominantly made of metal, or has a metal striking surface. (This does not include bows.)
Final Revelation: Upon reaching 20th level, your flesh transubstantiates and becomes like ruddy gold, and your eyes become glittering amber stones, granting you +2 natural armor, DR 3/-, low-light vision, a +4 sacred bonus to Fort saves or Con checks vs. disease and poison, or to resist the effects of environmental heat or cold, suffocation / drowning, or the effects of a forced march, and the benefits of a ring of sustenance, allowing you to subsist without food or drink, and to require only two hours of rest a night. You no longer suffer any aging penalties to your physical attributes, once you reach this stage. Any natural attacks you possess are treated as if silver and adamantine for the purposes of bypassing damage reduction. You recognize the value of metals and gems with a touch, quickly identifying fakes or alloys, and gain a +10 insight bonus to Appraise checks to determine the value of metals or gems.

Dark Archive

The left-hand path of the Diabolists is followed in Cheliax, most commonly, but has adherents scattered across the Inner Sea regions, serving not merely the will of Asmodeus, but also revering the individual properties and qualities of his eight fellow Archdevils.

Oracles of this dark faith follow the Mystery of Hell (sometimes called the Infernal Mystery or the Mystery Diabolic), and, unlike the Hellknights, they make little pretense of honoring law over naked ambition and hot-eyed cruelty.

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Mystery of Hell
Dieties Asmodeus, Archdevils (Baalzabul, Barbatos, Belial, Dispater, Geryon, Mammon, Mephistopheles, Moloch)
Class Skills: Bluff, Intimidate, Knowledge (local), Sleight of Hand
Bonus Spells: burning hands (3rd), align weapon (evil or law only) (5th), major image (7th), imbue with spell ability (9th), fire shield (11th), hold monster (13th), blasphemy (15th), greater teleport (17th), summon monster IX (evil or law only) (19th)
Revelations: An oracle with the hell mystery can choose from any of the following revelations.
* Fiendish Flight (Su): As a standard action, you can sprout devil wings that allow you to fly as the spell for a number of minute per day equal to Cha mod + oracle level, usable in one or more uses, but with each use consuming at least 1 minute of the daily uses. At 8th level, you can activate this ability as a move-equivalent action, and at 12th level, as a swift action.
* Gift of Baalzebul (Sp): As a full round action, you can cast insect plague as a spell-like ability once per day. The wasp swarm has the fiendish simple template, the [cold] subtype, and replace the poison special ability of a wasp swarm with the disease special ability of a rat swarm (adjusted to take effect immediately, similar to a contagion spell, and with Fort DC 13 to resist). The wasp swarms also have the frost quality, and inflict an extra 1d6 cold damage to any target they damage. You must be 10th level to select this revelation, and at 20th level, you can use this ability twice per day (but cannot cast the ability a second time as long as any of the swarms from a previous casting are still alive).
* Gift of Barbatos (Su): As a standard action, you can summon a variation of a carrionstorm to appear anywhere within 30 ft. This modified carrionstorm has Hit Dice equal to half your oracle level, channel resistance equal to your Charisma modifier, and does not have the Pallid Bond special ability, but instead has the Disease special ability of a rat swarm. You are never affected by the carrionstorm, and can stand within it without suffering distraction, disease or harm. The swarm remains in existence for a number of minutes per day equal to your oracle level, and can be called forth once or multiple times, for a minimum duration of 1 minute per use. You are treated as if possessing an empathic link with the carrionstorm, similar to that between a druid and her companion, and you can direct the swarms actions and movement as a free action on your turn through act of will, so long as it does not leave a 1 mile range of your person. Your link with the swarm is strong enough that you can see, hear and smell events as if you were occupying its spaces, in addition to your own, without distraction. When you reach 10th level, any carrionstorm you summon also has the ghost touch quality, and the stench aura of a ghast (which does not affect you). You cannot have more than one carrionstorm in existence at a time, but the destruction of a swarm does not prevent you from immediately calling up another one with another use of this abiility. You must be 5th level to select this revelation.
* Gift of Belial (Sp): As a full round action, you can whisper sickly seductive words to another within 30 ft., that acts like a suggestion spell cast by you. If the subject resists the effect, they are instead afflicted with contagion, at your caster level. You can use this ability once per day, plus an additional time per day for every six oracle levels you possess. At 12th level, you can instead attempt to use mass suggestion, but all targets must be within 30 ft. of you, and any that resist must be afflicted with the same disease by the contagion effect. You can only attempt a mass suggestion once per day, and it also expends one of the uses of the single-target version.
* Gift of Dispater (Su): As a standard action, you can cause a suit of metal armor within 30 ft. to radiate the effects of heat metal at your caster level, to gain the broken condition, to become masterwork, to be covered with masterwork armor spikes, to become adamantine, *or* to triple in weight and be treated as armor one category higher (to a maximum of heavy). Only one effect can be caused with a single use of this ability, although you can use multiple uses over successive rounds to place multiple effects on a single item of metal armor. With the exception of heat metal, which has it’s normal duration, the effects last a number of rounds equal to your oracle level +your Charisma modifier, and you can use this effect a number of times per day equal to half your oracle level (at least once).
* Gift of Geryon (Su): As a standard action, you can vomit forth a fiendish serpent to attack a designated foe that is within 30 ft. at the time of activation, remaining until it or the target is slain (to a maximum of 10 minutes). At first level, you can summon only a single viper per day, and for every two levels thereafter, you can summon another fiendish viper per day, either singly or in groups. The venom of these serpents inflicts wisdom damage, in addition to constitution damage, and if a divine spellcaster dies while under the effects of their poison, or as a result of damage inflicted by a serpent, the serpent that bit him returns immediately to you. You can then devour the serpent as a full-round action (the snake does not resist this process), and you gain a bonus to your own caster level equal to the divine spellcasting level of the slain spellcaster, for a number of rounds equal to your Charisma modifier. You can only have one such bonus at a time. At 8th level, you can also summon fiendish constrictors, which are enhanced by possessing the same sort of venom that the vipers possessed, with an additional fiendish constrictor per three oracle levels after 8th, to a maximum of five venomous fiendish constrictors at 20th level. Despite the improbability of such a thing, you can devour a constrictor that has slain a divine spellcaster in the same manner as a viper, as a full-round action, gaining the same benefits. You cannot summon both vipers and constrictors with a single use of this ability.
* Gift of Mammon (Su): Mammon has whispered to you a foul rite by which you can swallow a gold coin or small gem, and 24 hours later, when it has passed from your body, you have forged a link with the precious item that allows you to spy upon its surroundings spell scrying. You can have a number of these items prepared at one time equal to 3 + your Charisma modifier, and you can scry on any of these items for a total duration per day in minutes equal to your oracle level, which can be divided into one or more uses, with a minimum duration per use of 1 minute. You count as ‘familiar’ with the coin or stone, regardless of who is in possession of the item. The coin or gem radiates a faint aura of evil and magic, but is shielded from detection as if protected by magic aura at the oracles caster level. A break enchantment or dispel magic can be used to cleanse the item, although it may be simpler to destroy or get rid of it, if its true nature is discovered. At 14th level, this ability instead functions as greater scrying, and is used in minimum 1 hour increments.
* Gift of Mephistopheles (Su): Once per day, you can enact a 10 minute ceremony that creates an appropriate magic circle against evil and functions as lesser planar binding at your oracle level. You can only call forth devils with this revelation. You must be 10th level to select this revelation. At 12th level, the ability instead mimics planar binding, and at 16th level, greater planar binding.
* Gift of Moloch (Su): You gain proficiency and Weapon Focus with one of the following weapons; heavy flail, heavy mace, light mace, quarterstaff, ranseur, shortspear, spear, trident or whip. You also gain Dazzling Display as a bonus feat, and can use it with the weapon selected, or any others that qualify. Whenever you hit a foe with one off these weapons, you inflict an additional point of fire damage, and as a swift action you can cause the weapon to instead inflict an additional 1d6 fire damage on a hit a number of times per day equal to 3 + your Charisma modifier.
* Magic of the Fiendish Disciple (Sp): You gain the spell-like abilities of a half-fiend of half your oracle level (minimum 1). For the purposes of these abilities, your effective level is equal to half your oracle level (minimum 1), and save DCs are based on Charisma.
* Magic of the Fiendish Heirophant (Sp): You must have fiendish magic to take this Revelation, which allows you to use the spell-like abilities of a half-fiend of your full oracle level. Your caster level for these effects is equal to your oracle level, and save DCs are based on Charisma. You must be at least 15th level to take this revelation.
Final Revelation: Upon reaching 20th level, you gain many fiendish traits, including a +1 natural armor bonus, 60 ft. darkvision, immunity to fire and poison, energy resistance 10 against acid and cold, DR/10 chaos, good, magic or silver and SR equal to your oracle level +10. You can smite good or chaos once per day as a swift action as a paladin of the same level as your oracle level. The smite persists until the target is dead or you rest. You gain two claw attacks and a bite attack, as your features assume an infernal cast, damage depends on size (see pages 301-302 of the Bestiary).

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Yeah, there's 11 revelations there, because I ate up eight of them making one for each of the eight archdevils, and three more giving various half-fiend qualities that would have been over-the-top as part of the Final Revelation.

Frankly, this was the hardest one to limit. I felt a bit like I was stretching for ideas to fill out the ten revelations of the Justice and Gold Mysteries, but I could easily come up with a half-dozen more for this path, since there are nine relevant arch-devils, and I didn't even make a specific 'gift' for Asmodeus!

Other notions for revelations, that I didn't use;
Agonizing Command - dominate person effect that causes the subject to be staggered and sickened with pain if they resist it.
Infernal Might - temporary bull's strength and death knell effect on self.
Fires of Hell - burny stuff, with much burning (half damage is unholy / profane flame strike damage).

If I needed to limit it to 10 revelations, I'd nuke Magic of the Fiendish Heirophant. Finishing off the SLAs as a half-fiend is fairly uncreative, as Mysteries go.

Dark Archive

Previously posted, but also here for completeness;

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The Mystery of Omens is also sometimes known as the Mystery of Fate, Portents or Prophecy, and its oracles are frequently haunted by what they foresee, not merely in the traditional sense, but visibly so, in their drawn features, careful movements and darkened eyes.

The former clergy of Aroden were said to have been the first to walk the paths of this Mystery, but it has spread, and followers of Desna and Pharasma, as well as the quixotic sect known as the Harbingers, are also well known among them. Less commonly seen, or recognized as such when they are, are those who revere the purity of thought that is Irori's trademark, or the deceptive craft of Sivanah.

Mystery of Omens
Dieties Aroden, Desna, Irori, Pharasma, Sivanah, the Harbingers
Class Skills: Bluff, Knowledge (arcana), Perception, Perform
Bonus Spells: true strike (3rd), augury (5th), bestow curse (7th), divination (9th), slay living (11th), geas/quest (13th), resurrection (15th), earthquake (17th), miracle (19th)
Revelations: An oracle with the omens mystery can choose from any of the following revelations.
* A Glimpse Beyond (Su): You add your Charisma bonus to any initiative roll, and, once per day per four oracle levels you possess (minimum 1), as a free action, you can treat any foe below you on the initiative count as flat-footed against your own attacks for 1 round.
* Defensive Roll (Su): As per the rogue talent, but using a Will saving throw instead of a Reflex saving throw. A 20th level oracle can use defensive roll twice per day (but only once against any given attack).
* Deny Fate (Su) Once per day, as an immediate action, you can forgo a normal saving throw versus a magical effect and instead attempt a Will saving throw at the same DC. If you make this saving throw, the effect is ‘denied’ and you suffer no effect. If the effect affected multiple targets, and you succeed in denying the effects of the magical effect, the effects are treated as if they were [shadow] magic for all targets, and the effect has only 20% (one fifth) effect if it is the equivalent of a 3rd level or lower spell, 60% (three-fifths) effect if it is the equivalent of a 4th through 6th level spell, or full effect if the effect is the equivalent of a 7th level or higher spell. If you fail this special Will save, you suffer the normal effects of the spell, and all others who may have been affected must make their normal saving throws. At 10th level, you gain a second use of this ability, and at 20th level, you gain a third daily use.
* Entwined Destinies (Su): As a standard action, you can generate a link between yourself and one other target within 30 ft. that acts somewhat like a reversed shield other effect. Against that one target, you receive an insight bonus to AC and saving throws equal to your Charisma modifier, and if that target damages you, half of the damage is instead applied to the target. This effect lasts a number of rounds equal to your oracle level plus your Charisma modifier, although you can end it at any time as an immediate action. The target is allowed a saving throw (Will DC 10 + half-oracle level + your Cha modifier) to negate the effect when you attempt to establish the link, but does not gain additional saving throws to break it in subsequent rounds. Once the link is established, the target does not have to remain within 30 ft. for the effect to be maintained. You can invoke this effect as many times per day as you wish, so long as you have rounds of effect remaining, but once someone successfully saves versus the effect, they cannot be affected again for 24 hours.
* False Guidance (Su): As a standard action, you can afflict a single target within 30 ft. with the effects of confusion, causing them to perceive false realities, and act accordingly. The effect lasts a number of rounds equal to your oracle level, and the target is allowed a saving throw (Will DC 10 + half your oracle level + your Charisma modifier). You can use this ability once per day for every six oracle levels you possess (minimum 1), and you cannot affected any one target more than once in a 24 hour period.
* Greater Guidance (Su): As a standard action, you can grant a single target within 30 ft. an insight bonus to all attacks rolls, saving throws and skill checks equal to your Charisma modifier (minimum 1) for 1 round. You can use this ability a number of times per day equal to half your oracle level (minimum 1). You can invoke this effect on yourself as a move-equivalent action.
* Plans Within Plans (Su) Once per day, as a standard action, you can grant all of your allies within thirty feet the option of rerolling a single d20 roll in the next round, and choose to use whichever result they prefer for their roll. At 8th level, you gain a second use of this ability, and at 16th level, a third daily use.
* Reject the False Reality (Su): You gain a bonus to Will saves vs. illusion effects equal to your Charisma modifier, and a similar bonus to any saving throws provoked by [shadow] effects, such as shadow conjuration or shadow evocation. You also gain an insight bonus to AC equal to your Charisma modifier versus creatures emulated via [shadow] spell effects, such as a fiendish wolf created by shadow conjuration. A number of times per day equal to your Charisma modifier, you can attempt to dispel an illusion effect as if you had cast dispel magic at your caster level.
* There, Not There(Su): A number of times per day equal to half your oracle level (at least once), as an immediate action, you can change your location to replicate the effects of Evasion, taking no damage from an effect that would normally inflict half damage on a successful Reflex saving throw, so long as you succeed on that saving throw. (You declare the use of this ability after the results of the saving throw are known.) If you already have Evasion from another source, you can activate a use of this ability to be treated as if you possessed Improved Evasion. In any event, in addition to reducing damage, you also are automatically moved to the closest available space that is clear of the damaging effect, and can move a maximum distance equal to your fastest movement rate. This movement does not provoke an attack of opportunity or count against other movement for the turn, and occurs instantaneously. If this movement is not possible, or is insufficient to remove you from the damaging effect, this ability fails.
* Twisting the Skein (Su): As a standard action, you can manipulate the destiny of a target within 30 ft. forcing them to roll twice on any attack rolls, saving throws or skill checks for a number of rounds equal to your Charisma modifier, and take the result that you choose. On an ally, you can select the best possible result, and on a foe, the least advantageous, as you wish, but you cannot affect yourself with this ability. You must remain aware and conscious of the targets actions and circumstances, but maintaining the effect (and selecting the results) requires no action or effort on your part. The target does not need to remain within 30 ft. for you to continue ‘pulling the strings’ of his destiny. You can use this ability once per day, gaining a second daily use at 10th level, and a third at 20th level.
Final Revelation: Upon reaching 20th level, your type changes to outsider (native), you no longer suffer negative levels from raise dead or resurrection and you gain SR equal to your oracle level plus your Charisma modifier. You cast any divination spell as if your caster level was increased by your Charisma modifier, and for the purposes of augury and divination, your caster level is equal to your oracle level plus your Charisma modifier, with no maximum accuracy cap. A number of times per day equal to your Charisma score, you can quicken one divination spell you know, so long as the modified level of the spell does not exceed 9th level.

Dark Archive

Finally, the one that started this train of thought, when I found out that the Clerics of the Godclaw no longer existed, the Oracle of Justice.

Most commonly known among the Hellknights of the Godclaw, the Mystery of Justice has something of an intimidating reputation from that association, which is little different than the sort of fearsome reputation that a man on a divinely inspired mission to capture lawbreakers and bring justice to those who have done wrong would normally inspire anyway.

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Mystery of Justice
Dieties Abadar, Asmodeus, Iomedae, Irori, Torag, the Godclaw
Class Skills: Handle Animal, Intimidate, Knowledge (local), Survival
Bonus Spells: command (3rd), calm emotion (5th), magic circle of protection from chaos (7th), order’s wrath (9th), mark of justice (11th), geas/quest (13th), dictum (15th), shield of law (17th), imprisonment (19th)
Revelations: An oracle with the justice mystery can choose from any of the following revelations.
* Authoritative Rebuke (Su): If someone can understand your language, you can add your oracle level to Intimidate checks against them and the effects last a number of extra rounds equal to your Charisma modifier.
* Binding Oath (Su): A number of times per day equal to half your oracle level (minimum 1), you can oversee an oath willingly taken by any willing parties that acts as a mark of justice at your caster level upon them. The oath takes 10 minutes to swear, and both parties must be completely aware of and in agreement to the particulars. The oath is traditionally only administered between two individuals (counting as a single use of the ability, although additional uses can be expended during a single oath-binding to add two more individuals to a single oath for each use expended), and with the same doom pronounced to fall upon either party, if they break the oath.
* Bring ‘Em Back Alive (Ex): You gain either Exotic Weapon Proficiency in one of; Net, Bola, Shoanti Bola, Lasso or Mancatcher *or* Improved Unarmed Strike *or* Improved Grapple. Additionally, you can use any bludgeoning weapon to inflict nonlethal damage without suffering a penalty to the attack rolls, so long as you are proficient with that weapon. You can take this Revelation more than once, gaining new proficiencies, but no increased ability to inflict nonlethal damage with other types of weaponry.
* Bondsman (Su): You gain the equivalent of a rangers favored enemy class ability, although it only functions against betrayers, oath-breakers, fugitives or those otherwise hunted by the law. Individuals who have levels in ‘ex-Paladin’ or ‘ex-Cleric’ would qualify, as would escaped prisoners or slaves, men with bounties on their heads, etc. Note that the bonuses only apply on those who have broken a spiritually or magically-relevant oath (such as priestly vows, or having triggered a mark of justice), or those who have been marked as ‘wanted’ by local authorities. A random pickpocket on the street may be a lawbreaker, but unless he is wanted by the authorities, you gain no bonuses against him. Your effective ranger level for these bonuses is equal to your oracle level, and continues advancing until you reach the maximum bonus of +10 at 20th level.
* Chains of the Master (Su): You can designate one or more animals that you have trained yourself as bonded servants of the law. These animals will respond to your commands as if they were a druid or ranger’s animal companions, gaining a single bonus Trick, and the Link (p 52) and Devotion (p 53) special qualities, but gaining no other benefits or traits of being an animal companion. You can have a number of Hit Dice worth of animals designated as bonded servants equal to your Oracle level or your Charisma modifier, whichever is higher. If a bonded servant is slain or dismissed, you must hand-train any replacement(s), a process which may take several weeks. If the animal has been previously trained by another, you must still go through the entire training time, to forge the proper bond between yourself and your new servant(s).
* Halt Lawbreaker (Su): Once per day as a standard action, you can use a limited version of hold person that only prevents a target from leaving his current square, but otherwise allows him to continue fighting or acting unimpeded. The range, saving throw and other mechanics are as hold person. At 4th, 8th, 12th, 16th and 20th level, you gain another daily use of this ability.
* Law’s Bludgeon (Su): As a swift action you can invoke a variation of the holy sword spell that affects chaotic creatures instead of evil creatures. You can activate this ability for a number of rounds per day equal to half your oracle level (minimum 1) in one or more uses.
* Moment of Clarity (Su): You can invoke the effects of the calm emotions spell on self as an immediate action, 3 + Cha mod rounds per day, usable in one or many uses. While effects such as confusion, fear, morale bonuses, etc. are suppressed, as per the spell, you remain able to take violent action.
* My Word is My Bond (Su): Whenever you are subject to a mind-affecting effect that would cause you to violate your ethical principles, you are allowed another immediate saving throw with a bonus equal to your Charisma modifier or half your oracle level, whichever is higher, to break free.
* Vigilant (Ex): You add your Charisma modifier in addition to your Wisdom modifier for Sense Motive checks, Perception checks, Survival checks to track, and Diplomacy checks to gather information (adding the modifier twice, in the latter case), and Perception is a class skill for you.
Final Revelation: Upon reaching 20th level, you gain DR 5/chaos and can call upon the benefits of a shield of law spell as an immediate action for rounds / day equal to your Oracle level + your charisma modifier, in one or multiple uses. Your natural attacks or any weapon you wield is treated as lawfully-aligned and 3 + Cha mod times per day you can give a weapon that you are wielding (or your natural attacks) the Bane (chaotic outsider) property for 1 round as a swift action. Any spell that you cast with the [Law] descriptor is cast as if your caster level was increased by your charisma modifier.


Given its effects, I'd also expect the All that Glitters revelation to make the targeted weapon succeptible to Sunder attempts.

Dark Archive

The Great Old Ones / Old Cults can probably use the Heavens Mystery, the Green Faith, Nature, and the Whispering Way can use Bones, even if it isn't 100% ideal for a strictly evil, undead-loving society (since it seems to have been designed to be compatible with undead-hating Pharasma).

Something like sub-Domains, modifying the Bones and Heavens Mysteries for Whispering Way and Old Cult use would, IMO, make more sense than building new Mysteries from the ground up.

But that's a project for another day.

Assuming I'm not paralyzed with not caring very much. :)

Mysteries for the dwarven or elven or orcish pantheons, or for Shimmy-Magoo, would be my logical next step, assuming I can find a unifying theme. (And, IMO, Battle should be fine for the orcs, with minor tweakage, along the 'sub-Mystery' route...)

Dark Archive

MultiClassClown wrote:
Given its effects, I'd also expect the All that Glitters revelation to make the targeted weapon succeptible to Sunder attempts.

Good point, and one that hadn't occured to me!

Yeah, the goal was to make the affected weapon all squishy and mostly useless, more ceremonial than useful.

I'll go edit something to that effect in (halve hardness and hit points during the duration sounds fine).

Thanks a bunch for noticing that!


Hey, no problem. Yeah, I understood your intent right from the get-go. And it not only makes sense, it's a clever and wicked way to tie thetheme of the mystery to a very practical in-game mechanical effect.

Dark Archive

MultiClassClown wrote:
Hey, no problem. Yeah, I understood your intent right from the get-go. And it not only makes sense, it's a clever and wicked way to tie the theme of the mystery to a very practical in-game mechanical effect.

Thanks! I definitely wanted to pull the Gold Mystery a bit away from just being all about the Benjamin's, and drew on the old alchemists, with their quest for rarifying and purifying themselves to become like immortal gold. Transmutation just works so well with greed, as the Runelords seem to have found...

Silver Crusade

Awesome stuff. And this could really serve as a great way to build more mythology around the gods to tie them together more tightly and throw a little bit of religious confusion into the mix.

Dotting this for later perusal.

Dark Archive

And, because I shot my mouth off about how a Drow oracle devoted to all twelve of their patron demon lords would be interesting, here's something along those lines.

Note that I did *not* attempt to come up with a different revelation for each of the twelve, because I went that route already with the Diabolic Mystery, and I didn't want to hoe that row again. Plus Rovagug snuck in there as an unofficial thirteenth 'patron' of this particular Mystery. He's sort of silent partner in this operation...

I also did something different with the Final Revelation, making it more or less effective, depending on which revelations the oracle chose en route.

Unlike most other oracles, it only adds three class skills (because the ones it added are hot) and it has two choices for it's bonus 1st level spell known at 3rd level.

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Corruption
Dieties Abraxas, Andirifkhu, Areshkagal, Cyth-V’sug, Flauros, Haagenti, Jubilex, Mazmezz, Nocticula, Rovagug, Shax, Socothbenoth, Zura
Class Skills: Bluff, Perception, Stealth
Bonus Spells: detect good or detect law (3rd), scare (5th), summon monster III (chaos or evil only) (7th), confusion (9th), telekinesis (11th), summon monster VI (chaos or evil only) (13th), greater teleport (15th), power word stun (17th), summon monster IX (chaos or evil only) (19th)
Revelations: An oracle with the corruption mystery can choose from any of the following revelations.
* Abyssal Arcana (Sp): You gain the spell-like abilities of a half-fiend with hit dice equal to one half your oracle level (minimum 1), although the spell-like abilities gained take effect at your full caster level.
* Calling Up From the Depths (Su) Once per day, you can use summon monster to summon a creature with the half-fiend template, instead of the fiendish template. You gain an additional use of this ability for every ten oracle levels you possess. Additionally, any fiendish (or half-fiendish) template creature you summon is infused with abyssal cunning and taint, and has a minimum Intelligence score of 3, the [chaos] and [evil] subtypes, and is both chaotic and evil.
* Demonic Rampage (Su): Once per day, as a swift action, you can reduce your Charisma by a number of points equal to half your oracle level (at least 1, although you cannot reduce your Charisma below 3 with this ability). For every point of Charisma you reduce, you gain two points to put into your Strength, Dexterity or Constitution (chosen when the demonic rampage begins). For every two points of Charisma you reduce, your Intelligence and Wisdom scores also decrease by one (at least 1, although your Intelligence and Wisdom scores cannot go below 3 from this effect). You remain in this state (and cannot willingly end it) for a number of round equal to your original Charisma modifier. When the rage ends, your attributes return to normal, but you become fatigued for the remainder of the encounter, and you cannot use this ability again until you have recovered. At 10th level, you can use this rage a second time per day, and at 20th level, a third time (and are no longer fatigued afterwards).
* Fiendish Friend (Su): You can summon a familiar as if you were a wizard of a level equal to your oracle level. This feat also qualifies you to take the Improved Familiar feat, but you can only select a fiendish version of a normal animal or a quasit. You can select this revelation multiple times, but your effective wizard levels are divided among your familiars, for the purposes of advancing their abilities per the table on page 83. If you select more than one of the same type of familiar, the bonus gained per the table on page 82 does not stack with itself, and you no matter how many familiars you possess, you only benefit once from the Alertness feat. You must take the Improved Familiar feat multiple times if you wish to have multiple improved familiars, and also must qualify for them individually (so that you must be 7th level to have a quasit familiar, and must gain seven more oracle levels before you could take a second quasit familiar, even if you took the second Improved Familiar feat much sooner).
* Flesh of the Twisted Realms (Su): As a swift action, you can grant yourself some of the resilience of demonic flesh, becoming immune to electricity and poison, and gaining resistance equal to your oracle level versus acid, cold and fire damage. While your flesh is so transmuted, you also gain damage reduction equal to half your oracle level (mimimum 1), which can be overcome by cold iron, good or lawful weapons. If you make yourself immune to poison while you have poison in your system, the effects continue to expire, but you take no damage during rounds in which you are immune, possibly allowing you to remain immune until the effects have fully passed their course, if you have sufficient duration remaining. You can maintain this state for a number of rounds per day equal to half your oracle level (minimum 1). This effect is not subtle, and your features are unmistakably demonic for the duration.
* Hateful Smite (Su): You gain a smite power, similar to that of a Paladin, with the following changes; your hateful smite affects elves of any alignment, or anyone of good or lawful alignment. Against those with the [good] or [lawful] subtype, a powerful aura of good or law (such as a cleric of a good or lawful deity) or an elf of good or lawful alignment, damage is doubled. You can select a target to smite once per day at 1st level, plus one additional time per day for every ten oracle levels. This ability qualifies you to take the Extra Smite feat, if you wish.
* Storm’s Fury (Su): When wielding a melee weapon with a metal striking surface (such as an axe, mace or spear, or even a scorpion whip), you call lightning down upon yourself, gaining the following benefits; your weapon gains the shock quality, you are treated as if protected by a blur spell (from a combination of swirling winds and dust and the blinding glare of the constant lightning stroke) and a modified fire shield (granting immunity to electricity instead of cold or fire, and inflicting electrical damage instead of fire damage to those who strike you, but otherwise acting as a fire shield cast at your level). You can activate this ability as a swift action for a number of rounds per day equal to your oracle level.
* Trickery at Arms (Ex): You gain proficiency in battleaxe, hand crossbow, kukri, net, rapier, scimitar and whip, as well as the Improved Dirty Tricks feat, even if you do not have the prerequisites for that feat. Once per day, you can use Bluff to feint with one of the above weapons (or the dagger, heavy mace, quarterstaff, sickle or spear) as a swift action. You gain an additional use of this ability at 10th level, and another at 20th.
* Unmaker (Ex/Sp): You gain the Improved Sunder feat, even if you do not have the prerequisites for that feat. This is an exceptional ability. Once per day, as a swift action, you can cause an item you have struck with a sunder attempt to be affected by a shatter spell at your caster level, in addition to any damage inflicted by the sunder attempt. You can use this ability another time per day for every five oracle levels, and at 10th level, you can spend three uses of this ability to instead cause the item struck by the sunder attempt to be affected by a disintegrate spell at your oracle level.
* Unwholesome Whispers (Su): You gain the ability to communicate telepathically with any creature within 30 ft. that understands Abyssal. At 5th level, once per day, as a full-round action, you can whisper sinuous twisting words that affect a single target within 30 ft. as a suggestion spell, phrasing your request in a language that none but the intended target understand. You gain an additional use of this ability for every five oracle levels. At 10th level, you can expend two uses of this ability to instead bark out a single syllable of this discordant speech that echoes and reverberates upon itself into a maddening babble that acts as a shout spell. At 15th level, you can expend three of your daily uses of this ability to shout as a swift action, although once you have done so, you must wait 1d4 rounds before being able to use any type of unwholesome whispers again.
Final Revelation Your body is warped by the forces of the abyss, and you gain some of the qualities of the half-fiend template. You gain natural armor +1, darkvision 60 ft. (if you do not already have it), and the ability to cause bat-like wings to sprout from your back as a swift action, allowing you to fly at twice your racial ground speed for a number of minutes per day equal to your oracle level. You gain a single use of hateful smite per day, or an additional use, if you have already selected that Revelation. You gain the half-fiendish spell-like abilities of abyssal arcana, unless you have already selected that Revelation, in which case you gain the full spell-like abilities of a half-fiend of Hit Dice equal to you full oracle level. You can use the abilities of the flesh of the twisted realms revelation, unless you already have selected that revelation, in which case, the effects can be used for a number of minutes per day equal to your oracle level (in increments of at least 1 minute per use). Finally, if you possess the unwholesome whispers revelation, you can now communicate telepathically with any creature that speaks abyssal within 100 ft.

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Design notes; I blinked and swerved off the road at the thought of trying to come up with revelations appropriate to all twelve of the relevant demon lords. Instead I flipped through their domains, noticed that Destruction and Trickery were the most popular non-alignment domains, with Charm coming in behind (and maybe War, if Rovagug was factored in). I then flipped through the Bestiary, and looked at common demon spell-like abilities, immunities, qualities, etc. and kept jotting down notes until I had about fifteen ideas, and then chopped off the five least interesting or most unecessarily complicated or most all-over-the-place thematically. I had totally nonsensical skills listed (disable device, because of the heavy destruction focus?) and laughed and threw them out, and checked what skills outsiders tend to always have as class skills. Since Perception is so awesome, I left it at three bonus class skills, rather than quibble over a fourth. Detect good and detect law seemed equally relevant to offer as the bonud 3rd level spell known, so I just decided to vive la difference and allow the Corruption Mystery Oracle to choose one or the other as her bonus spell known, when she reached 3rd level. It's not like anyone is exactly going to faint with excitement at that heady choice of uber-spells...

Synergy was a theme. I wanted some of the revelations / spells known / the final revelation to mesh together, so calling up from the depths was designed to play well with the SM III, SM VI and SM IX gained as spells known, and unwholesome whispers also offers synergy, allowing the oracle to communicate telepathically with his summoned abyssal critters.

Dark Archive

Stoopid formatting error on the Mystery of Gold. Grr.

I hate being unable to edit stuff days later, when the rum wears off and I think, 'Who proofread that garbage?'

Dark Archive

Ladies and Gentlemen, a round of applause for Set please!

Silver Crusade

Really loving this stuff. And printing it out.

Are you approaching these from what gods you'd like to see "aligned" within a mystery first, or by the theme of the mystery first?

On the one hand, I'd love to see how a mystery that tied Shelyn and Zon-Kuthon(and maybe the Dou-Bral that was and may still be) together. Or a Creation based mystery(sup Brigh, Torag, and Lamashtru?!).

And I hate to be the one to say it, especially after the lament on not being able to edit older posts, but..."deities". ;)

edit-Demonic Rampage has great potential to be terrifying in an encounter.

Dark Archive

Mikaze wrote:

Really loving this stuff. And printing it out.

Are you approaching these from what gods you'd like to see "aligned" within a mystery first, or by the theme of the mystery first?

For the most part I just wanted at first to come up with some oracle mysteries for stuff that James said 'oracles do that!' The Godclaw no longer has clerics, and James said 'oracles do that!' so I came up with a Godclaw-friendly Justice Mystery to 'do that.'

The others pretty much followed the same way. He said that the Harbingers would also have oracles, instead of clerics, and none of the current mysteries seemed terribly appropriate, so I came up with Omens.

While the Kalistocracy has been described as being Abadar-friendly, in the new Inner Sea Campaign Guide (which it wasn't in the Campaign Setting, being agnostic Kalistocratic humans and Torag-worshipping humans, originally), there's still seemed like room for a Kalistocrat (and Mammon...) friendly Mystery.

The other philosophies, Diabolism, the Green Faith and the Whispering Way, were the next logical choices, although the Green Faith works fine with the Nature Mystery, and the Bones Mystery is at least kinda/sorta okay for the Whispering Way. (The Bones Mystery was designed to be friendlier for non-evil undead-haters like Pharasma, which is totally inappopriate for the undead-loving Whisperers, but I think I'd prefer to slightly tweak Bones than make a completely different Mystery just for them.)

The Drow demon lord friendly Mystery was just because baron arem heshvaun asked nicely. :)

I suppose a Dwarven pantheist Mystery and an Elven pantheist Mystery would be logical to continue with, as I'm sure 'Ultimate Divine' will nuke the options in Gods & Magic as surely as Inner Sea Campaign Guide nuked clerics of the Godclaw from the Campaign Setting.

Quote:
On the one hand, I'd love to see how a mystery that tied Shelyn and Zon-Kuthon(and maybe the Dou-Bral that was and may still be) together. Or a Creation based mystery (sup Brigh, Torag, and Lamashtu?!).

At the moment, I don't have any great ideas for those. They seem kind of tightly focused (as would a Mystery for Shimye-Magallah or whatever).

Quote:
And I hate to be the one to say it, especially after the lament on not being able to edit older posts, but..."deities". ;)

Oh, my liver. The agony that is cut and pasting from a template, and discovering that the template had a spelling mistake in it...

Thanks for pointing that out. At least I can fix it before it goes on my website!

Quote:
edit-Demonic Rampage has great potential to be terrifying in an encounter.

Yeah, at 10th level, being able to subtract 5 from Cha (and 2 from Int/Wis) and gain five +2 bonuses to divide up between Str, Dex and Con, could be pretty fun. At 20th level, even more so. It's a little Tenser's Transformation-y, in that you nuke your casting stat to gain some physical boosts, but I'm cool with that.

.

Next will probably be the dwarven and elven pantheist Mysteries, as the mood takes me. But the mood is currently taking me to bed, so don't wait up. :)

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