Favored Class Oracle
Favored Class Bonuses
1 +1 HP
Traits: Child of Nature: +2 trait bonus to Survival for finding food and water, +1 trait bonus to Knowledge Nature, and survival becomes a class skill. Birthmark: can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Class Skills
A dual-cursed oracle gains no additional class skills from her mystery.
Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
Revelations
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
Revelations:
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
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.
Curses:
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.
Effect: You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
Legalistic: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Weight 45.5lbs
Light Load 23lbs Medium Load 46lbs Heavy Load 70lbs
Background:
Hasani was his parents pride and joy, a beautiful charming boy who was bright and helpful. His parents were servants in the house of the Master Merchant Abdal Jaga, and as he grew to manhood Hasani was groomed to take the role of seneschal. Eventually he was given the role, and ran an efficient and happy household for Master Abdal.
Then a mysterious stranger approached him and his Master giving Jaga an ancient map purporting to tell of a long lost tomb. Jaga was intrigued and sponsored a mission into The Sea of Sand in the hope of fabulous wealth. Abdal Jaga elected to lead the expedition of himself and took his seneschal and a dozen servants to see to his comfort.
After several hard months of desert travel they discovered the tomb and a trove of wealth. But most of the warriors and architects were slain by the guardians of the tomb with only Jaga and the mysterious stranger emerging laden down with magical items and gold.
Heading back into the shifting sands Jaga seemed to be beset by a madness, muttering and stroking his treasures incessantly. He regarded his faithful servants with suspicion and insisted upon carrying the treasure himself. Then one morning the servants awoke to find their master, their camels, their food and water, and the mysterious stranger all gone. They had been abandoned to their deaths in the vast swathe of sandy desolation.
Hasani did his uptmost to keep his friends going, searching desperately for help, or water. But many simply refused giving up, and as the days past by under the beating sun, more withered away and fell by the wayside. Finally after nine days Hasani staggered on alone, with only the tiniest sliver of hope driving him to fight. Just as his skeletal limbs were about to fail him he crested a rise and saw the most beautiful sight he had ever beheld. The Allune Oasis.
In the Oasis he found water, and food, and after a week he met a small band of wandering nomads who listened to his tale and told him he has been saved by Ash god of Oases. He spent a further month in the Oasis, giving thanks to Ash, carefully carving a holy symbol, and recovering his strength. Then he discovered his prayers were being answered in strange ways, he could create water, and heal wounds.
With Ash's aide he crossed the desert again returning to the City of Towers.