Hey guys sorry been busy lately. Here is a compiled list of all the oracle curses discussed so far. Also Curse of Addiction comes inspired from Adam Christman's Oracle curse (Curse of Obsession)
Curse of Gluttony - You must consume 5x the normal human amount of food and drink or is considered to have not eaten or drunk that day. When starvation sets in the DC is increased by 5 and the non lethal damage dealt is 2d6 every hour. (Items that provide nourishment such as ring of sustenance, everlasting rations, etc. Begin to have the magic devoured by the curse in 3 days making it a simple item)
Bonus 1st level : +2 Fort saves + 1 CMD
Bonus 5th level : +3 Fort saves + 2 CMD + Bite attack 1d6
Bonus 10th level: +4 Fort saves + 3 CMD + You can consume inedible objects as food
Bonus 15th level: +5 Fort saves + 4 CMD + Bite attack 1d8 that ignores 10 hardness.
Curse of Sloth - Those afflicted by this curse are unable to act normally for long periods of time, they will always have the staggered condition. They can may act normally for a number of rounds per day equal to their Oracle level +3. They may attempt an extra round, however at the end of the turn the target is fatigued, they may try once more after this but then gain the exhausted condition. They may not take any other normal rounds until the day has passed and they have removed any Fatigue or Exhausted condition.
Bonus 1st level : Reflex aura 5ft, allies, +1 dodge AC and Reflex. cast Unseen servant and Mage hand at will.
Bonus 5th level : Sloth aura 10ft, hostiles + Self, -2 Dex and can't act on a surprise round.
Bonus 10th level: Imp Reflex Aura 15 ft, +2 dodge AC, +2 Reflex
Bonus 15th level: Imp Sloth Aura 30ft, -4 Dex, can't act in a surprise round or perform attacks of opportunity (Negated by Combat Reflexes).
*note you may only have Reflex or Sloth aura active not both. Swift action to activate free action to dismiss. Does not provoke attack of opportunity.
Curse of Envy - Your face is terribly scarred leaving your natural form almost featureless. You are considered to have no ranks in charisma based skills with the exception of Bluff, and Disguise. While wearing a disguise or appearing in a form other than your own, you will have access to Charisma based skills except for handle animal and use magical devices.
Bonus 1st level : Disguise self at will, +2 bluff checks.
Bonus 5th level : Voice Alteration at will +4 bluff checks
Bonus 10th level : Alter self at will +6 bluff checks
Bonus 15th level : Polymorph 3/day +8 bluff checks
Curse of Wrath - Your temper makes you difficult to approach and can cloud your judgment. -4 on all Charisma based checks excluding intimidate, -4 on all Will saves excluding fear. At level 10 penalties become -6 to CHA check and -6 Will.
Bonus 1st level : You have use of Barbarian rage 2 rounds/day
Bonus 5th level : You automatically confirm break DCs below 20. Barbarian rage 4 rounds day, Gain Strength Surge Rage Power (Oracle Levels -3),
Bonus 10th level: Gain Ground Breaker Rage Power (Oracle Levels -3),Barbarian rage 6 rounds/day
Bonus 15th level: You have use of Greater Barbarian Rage 8 rounds/day
Curse of Lust - Subject of this curse first designates either male or female as a preferred sex. The oracle automatically fails any and all diplomacy and bluff checks that involve complimenting or doted on by the chosen sex.
Bonus 1st Level : +1 atk bonus, +4 Cha checks against creatures not members of the designated sex.
Bonus 5th Level : +2 Dodge AC, +2 atk bonus against creatures not members of the designated sex. Any weapon held by the oracle gains the distract property. Charm person at will DC 12 + CHA
Bonus 10th Level : +3 atk bonus against creatures not members of the designated sex. Cast Charm Monster at will DC 13 + CHA
Bonus 15th Level : +4 atk bonus against creatures not members of the designated sex. Dominate person 1 + CHA per day. DC 14 +CHA
Curse of Greed – Oracles with this curse must always be carrying a medium load, and possess the most valuable known item of his travel companions. If they do not they must endeavour to possess the more valuable object or must purchase something of greater value *This does not include armour or weapons*
Bonus 1st Level: Detect Magic at will, +4 Appraise, find extra gold, you find an amount of gold equal to your current HD x 100 (Useable once in an oracle’s career)
Bonus 5st Level : Medium load no longer slows your character’s movespeed, other penalties still apply.
Bonus 10st Level : +8 Appraise, find extra gold, you find an amount of gold equal to your current HD x 500 (Useable once in an oracle’s career). Cast Identify at will.
Bonus 15st Level : Heavy load no longer slows your character’s movespeed, other penalties apply.
Curse of Pride - Oracle with this curse suffers from extreme vanity and will automatically fails any and all opposed checks and saves against skills that involve the oracle being complimented, doted upon or in any way treated or spoken highly of.
Bonus 1st Level - Use an intimidate check DC 10 + Creature's HD + WIS to challenge a single target within 30ft. Gain +1 Atk, Damage, and Dodge AC against the designated target. Only one target may be selected at any one time. +2 to Intimidate checks and intimidate is always a class skill. Targets under the affect of a Challenge will see the oracle as the greatest immediate threat.
Bonus 5st Level - Challenge targets within a 30ft area to a max equal to Charisma modifier. Bonuses increase to +2.
Bonus 10st Level - Challenge targets within 60ft area. +4 to Intimidate checks and intimidate is always a class skill. Bonuses increase to +3.
Bonus 15st Level - Challenge affect all designated targets within 60ft. Bonuses increase to +4.
Curse of Medusa - Creature is effectively blind, -2 AC, all targets are considered to be in
total concealment, oracle is always flatfooted and always fails visual based perception checks.
Bonus 1st level : Gaze of Misfortune = 1/day as a swift action the oracle may open her eyes, doing this grants her regular vision and light blindness. However all creatures within 30ft line of sight to the oracle must make a Fort save DC 10 + Oracle lvl + CHA or become slowed as per the spell. The Gaze of Misfortune lasts 3+CHA rounds after activation as is dismissed as a free action. The ability persists 1d3 rounds after a target has left line of sight.
Bonus 5th level : Gain Blindsense 10ft, Gaze of Misfortune 2/day
Bonus 10th level: Blindsense 30ft, Gaze of Misfortune 3/day, As a swift action, that must be declared at the start of the oracle's turn that Gaze of Misfortune is active, the oracle may focus her ability on a single target rather than the 30ft area.
Bonus 15th level : Gaze of the Medusa 4/day, as Gaze of Misfortune but instead of Slow it gains the Flesh to Stone ability. Creatures that fail their fort save are turned to stone for 1d4 hours. The Oracle also gains the spell like ability Stone to Flesh to use at will
Curse of the Deep - The subject is heavily discomforted when away from water. -2 atk, -2AC when not immersed in water, if removed from water, they begin suffering from extreme environment affects. 1d6 hour after being removed they must begin making saves vs non lethal environmental damage. *Note they still breath air normally.
Bonus 1st level : Able to breathe underwater, swim speed equal to land speed.
Bonus 5th level : Swim speed +10ft, can survive 1 hour per CON modifier outside of water,
Bonus 10th level : Swim speed +10ft, take no penalty for underwater combat *with the exception of fire. +2 DC to all water based spells and spell like abilities and treated as two caster levels higher.
Bonus 15th level : Swim speed +10ft, Summon Large Water Elemental for 1hour per 3 caster levels, usable 3/day. 1/day can transform the large water elemental into a huge water elemental for 1round/caster level. You are able to swim, attack and move freely from within the elemental without harming it.
Parasites Curse - Oracle afflicted with this curse takes a -2 to CON and every level after first will lose 1 hit point to feed the parasites. The parasites are living symbiotic organisms and can't be removed with remove disease or poison.
Bonus 1st Level : 3/day On a failed fort save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +2 Resist Poison & Disease.
Bonus 5st Level : May make a touch attack to attach a parasite offshoot to a target. If attached it deals 1d4 bleed damage per round. A heal check will negate the bleed.
Bonus 10st Level : 3/day on a failed will save, the affect may be transferred into the parasite if the oracle can make the save on a second roll. +4 Resist Poison & Disease.
Bonus 15st Level : Bleeding Touch attack deals 2d4 bleed damage.
Curse of Transmutation - An oracle with this curse has a weird variety of alchemical reagents tainting their body. As such their bodies are prone to various alchemical effects. they are always treated as having a -4 Armor check penalty.
Bonus 1st level: +2 Natural AC the oracle's skin appears silver and their natural attacks or unarmed strikes are considered silver when calculating damage reduction. 1/2 your oracle levels count as Alchemist levels.
Bonus 5th level: DR 2/Silver, +2 resist vs spell or spell like effects
Bonus 10th level: +4 Natural AC. increase alchemical bonuses by 50%. The oracle's body becomes golden in color and their armor check penalty becomes -2.
Bonus 15th level: DR 5/Silver, Immune to Poison, increase alchemical bonuses on the oracle by 75% +4 resist vs spells or spell like effects.
Curse of Bedlam - Oracles with the curse of Bedlam have a tenancy to slip into madness, eventually others are drawn into the illusionary world of the oracle's mind. Every morning the Oracle must roll a D6, based on the roll they will gain the following negative effect.
1-Confusion - In stressful situations the oracle is confused for 1d3 rounds
2-Craven/Paranoia - -5 on save vs fear, and a +2 on Perception checks
3-Scytsophrenia - During stressful situations the oracle begins to act with a single exaggerated emotion, sadness, anger, happiness.
4-Hallucinations - Every now and then the oracle will see something not there. DM creates hallucinatory images only the oracle can perceive with a will save DC 10 + Oracle HD
5-Phobia - Oracle is panicked in the presence of the subject of the phobia. Phobia of the day is left to DM's preference.
6-Fidgets - They have performing fine tasks with their hands, such as writing or using fitfulness weapons. -2 on Dex based attack rolls.
Bonus 1st level : +2 to the DC of Illusion and Enchantment based spells. Ghost sounds at will.
Bonus 5th level : Mad Hallucinations at will DC 12 + CHA, Gain +2 resist against Illusion and Mind affecting abilities
Bonus 10th level : 1/day confusion DC 15 + CHA, +4 resist against Illusion and Mind affecting abilities
Bonus 15th level : 1/day Insanity DC 17 + CHA, 1/day can automatically success a will save vs Mind affecting or Illusionary ability
The Black Spot - Oracles has a black mark on their body, it is a symbol of misfortune. Oracle receives a -2 luck penalty on all saves and skill checks. Any member of an organization of ill repute their either sees the black mark or identifies it with Detect Magic are immediately hostile towards the oracle, either forcing them to make as much distance from them as possible or they themselves fleeing.
Bonus 1st level : +4 intimidate checks, intimidate checks made on evil creatures cause fear instead of shaken as an effect. Having the curse means you are paranoid of attacks +1 luck bonus to attacks of opportunity.
Bonus 5th level : +2 luck bonus on attacks of opportunity, +4 Perception
Bonus 10th level :+3 luck bonus on attacks of opportunity +4 save vs fear. Cast Ill Omen at will.
Bonus 15th level :+4 luck bonus on attacks of opportunity, 3/day Bestow Curse DC 14 + CHA
Curse of Addiction:
The oracle is heavily addicted to one of the following;
a)A consumable substance (Drug, specific food/drink)
b)A token or item (personal, target of obsession)
c)Self harm or prolonged harm (sadism, masochism)- oracle will be evil
d)A ritual or series of 12 small activity (Along the lines of OCD)
Every 1d6 hours the oracle must fuel their addiction. Failing to do so results in withdrawal symptoms -2 Dexterity -4 Will, -4 Charisma based checks except intimidate. In addition anyone who threatens to take, remove or otherwise separate the oracle from their addiction is immediately considered hostile.
Bonus 1st level : 1d8 hours before addiction sets in. +2 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. +4 perception checks involving oracles addiction.
Bonus 5th level : 2d6 hours before addiction sets in. +4 morale bonus to fears and mind effecting abilities and spells. The oracle may also temporarily grant others insight into their addiction Mind effecting enchantment Will DC 13+CHA, subjects that fail this save gain the Oracle's curse for 24 hours, but not the benefits. *Note a roll must be made every 1d6 hours to instigate the penalty of the curse
Bonus 10th level : 3d6 hours before addiction sets in. +4 morale bonus to attack and damage when under the belief that the target will deny you, your addiction. The oracle can force a single target into having "the thirst" target immediately suffers the affects of withdrawal. Will save DC 15+CHA
Bonus 15th level : 4d6 hours before addiction sets in. The oracle can have any and all fear and mind effecting abilities dispelled from them if presented with (or if the time is right) the source of their addiction. In addition withdrawal can be alleviated for 1 hour by a Diplomacy or Buff check DC 15 + oracle's WIS. "The Thirst" can be used on one target per charisma modifier, all targets must be within 30 ft of one another. Will save DC 17 + CHA