Oracle: Curses & Mysteries


Advanced Player's Guide Playtest: Final Playtest


If you are going to keep the curses, I think they should be tied directly to the mysteries you choose.

Mysteries and Curses

Battle:
Physical: Scars from battle never heal, they reopen if you run from battle
Sensory: Ringing of swords is in your ears constantly
Mental: Haunted by ghost from battlefields

Bones:
Physical: Gaunt and pale, always hungry but never full and never gain weight
Sensory: You see death and decay in everything you look at
Mental: All dead organic matter (leather, fur, bones, meat) whispers to you

Flame:
Physical: Your skin is so hot it can burn paper and smolder your clothing but you always feel cold
Sensory: Your vision is poor without a flame or heat source nearby
Mental: Flames can mesmerize your mind with visions

Heavens:
Physical: You are a night owl, and cannot keep awake during the day
Sensory: You always see the stars; indoors, underground or under forest cover
Mental: You see the constellations and hear whispers from the astrology above

Lore:
Physical: Words & Symbols appear on your body and you feel them move across your skin
Sensory: Your vision is poor when not reading
Mental: In stress, you speak in Tongues and unknown languages

Nature:
Physical: You are always dirty and have a feral look to you
Sensory: You hear plants, insects and animals around you
Mental: You are very uncomfortable out of natural surroundings

Stone:
Physical: Your skin cracks and chips like stone and water burns you like the sun
Sensory: You can “hear” stone and rock sing and hum
Mental: You are disoriented when you are not standing on stone or earth

Waves:
Physical: You are always wet and sweaty, things slip from your grasp
Sensory: The sounds of the ocean are always in your ears
Mental: You are disoriented when not over or in water

Wind:
Physical: You skin sunburns easily and constantly
Sensory: You always have the sound of winds in your ears
Mental: You are aware of wind and weather to the point of distraction


I disagree strongly. The rules should never strive to restrict player role playing options. They do that too much already (coughPaladincoughClericcough); we don't need more of the game telling us what our characters are.


Zurai wrote:
I disagree strongly. The rules should never strive to restrict player role playing options. They do that too much already (coughPaladincoughClericcough); we don't need more of the game telling us what our characters are.

While I agree in general, I disagree with your cleric claim.

The cleric has no restriction other than "follow your faith's principles". That's a no-brainer. The trick is to pick a religion that fits your vision of the character.


I agree with the keeping of the curses and mysteries seperate.

Look at the reports of Stigmata. People have had the bleeding reported from several points on the body. There is no set pattern of the way it should be.

I liked weighing the good and the bad in picking the curse. The curses benefits are weighed against the minuses. I accepted Deaf for my character despite it being harsher then say Speaking in Tongues because I liked getting Silent Spell as a feat from Level 1 with no adding of Levels to the difficulty of my casting. (I just need Eschew Materials and Still Spell to be a full Mind Mage/Oracle)

BTW

Stigmata would be another good choice of Curse for an Oracle.


KaeYoss wrote:
The cleric has no restriction other than "follow your faith's principles". That's a no-brainer. The trick is to pick a religion that fits your vision of the character.

Yes, it does, but that's beyond the scope of the thread.

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