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Oracle Class Details | Curses | Mysteries | Archetypes

Oracle

Source Advanced Player's Guide pg. 42
Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

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 Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).

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). In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Points at each Level: 4 + Int modifier.

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Mystery, oracle’s curse, orisons, revelation3--------
2nd+1+0+0+3Mystery spell4--------
3rd+2+1+1+3Revelation5--------
4th+3+1+1+4Mystery spell63-------
5th+3+1+1+464-------
6th+4+2+2+5Mystery spell653------
7th+5+2+2+5Revelation664------
8th+6/+1+2+2+6Mystery spell6653-----
9th+6/+1+3+3+66664-----
10th+7/+2+3+3+7Mystery spell66653----
11th+8/+3+3+3+7Revelation66664----
12th+9/+4+4+4+8Mystery spell666653---
13th+9/+4+4+4+8666664---
14th+10/+5+4+4+9Mystery spell6666653--
15th+11/+6/+1+5+5+9Revelation6666664--
16th+12/+7/+2+5+5+10Mystery spell66666653-
17th+12/+7/+2+5+5+1066666664-
18th+13/+8/+3+6+6+11Mystery spell666666653
19th+14/+9/+4+6+6+11Revelation666666664
20th+15/+10/+5+6+6+12Final revelation666666666

Spells Known

Level01st2nd3rd4th5th6th7th8th9th
1st42--------
2nd52--------
3rd53--------
4th631-------
5th642-------
6th7421------
7th7532------
8th85321-----
9th85432-----
10th954321----
11th955432----
12th9554321---
13th9554432---
14th95544321--
15th95544432--
16th955444321-
17th955444332-
18th9554443321
19th9554443332
20th9554443333

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. 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 a single curse. All curses can be found here.

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.

Alternate Capstones

Source Chronicle of Legends pg. 28
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Deep Magics (Su)

Source Chronicle of Legends pg. 31
At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.

Diverse Mysteries (Su)

Source Chronicle of Legends pg. 29
At 20th level, the oracle knows that sometimes she needs different tools to do her patron’s work. The oracle can select two revelations from another mystery. She must meet the prerequisites for these revelations.

Perfect Body, Flawless Mind (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Boss (Ex)

Source Chronicle of Legends pg. 30
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

With This Sword (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Won’t Stay Dead (Ex)

Source Chronicle of Legends pg. 31
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

Favored Class Options

Aasimar (Advanced Race Guide pg. 85): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Catfolk (Advanced Race Guide pg. 92): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Changeling (Advanced Race Guide pg. 184): Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Dhampir (Advanced Race Guide pg. 98): Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Dwarf (Advanced Race Guide pg. 13, Advanced Player's Guide pg. 11): Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Elf (Advanced Race Guide pg. 23): Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
Fetchling (Advanced Race Guide pg. 109): Treat the oracle’s level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.
Ganzi (Plane-Hopper's Handbook pg. 19): Add one spell known of the enchantment school from the cleric or wizard spell list. This spell must be at least 1 level below the highest spell level the oracle can cast.
Gathlain (Legacy of the First World pg. 9): Add one spell known that is an enchantment spell from the sorcerer/wizard spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
Gnome (Advanced Race Guide pg. 33, Advanced Player's Guide pg. 15): Add +1/6 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Goblin (Advanced Race Guide pg. 115, Goblins of Golarion pg. 31): Add +1 on concentration checks made when casting spells with the fire descriptor.
Grippli (Blood of the Beast pg. 8): Add one spell known with the poison or water descriptor from the druid’s spell list. This spell must be at least 1 level below the highest spell level the oracle can cast. The spell is treated as 1 spell level higher, unless it is also on the oracle spell list.
Half-Elf (Advanced Race Guide pg. 43): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Half-Elf (Horror Adventures pg. 40): Select one revelation normally usable a number of times per day equal to 3 + the oracle’s Charisma modifier. Add 1/2 to the number of uses per day of that revelation.
Halfling (Advanced Race Guide pg. 63): Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Half-Orc (Advanced Race Guide pg. 53): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Human (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ifrit (Advanced Race Guide pg. 127): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.
Kitsune (Advanced Race Guide pg. 192): Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Kobold (Advanced Race Guide pg. 133): Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Merfolk (Blood of the Sea pg. 13): Add one spell known from the oracle spell list. This spell must be at least 1 level below the highest level spell the oracle can cast.
Nagaji (Blood of the Beast pg. 16): Add 1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Samsaran (Advanced Race Guide pg. 198): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Shabti (Plane-Hopper's Handbook pg. 23): Add one spell from the psychic spell list that isn’t on the cleric spell list to the list of spells the oracle knows. This spell must be at least 1 level below the highest spell level the oracle can cast.
Strix (Pathfinder #101: The Kintargo Contract pg. 73): Add one spell known from the oracle spell list. This spell must be at least 1 level below the highest spell level the oracle can cast.
Svirfneblin (Advanced Race Guide pg. 204): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Sylph (Advanced Race Guide pg. 157): Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Tengu (Advanced Race Guide pg. 163): Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Vine Leshy (Ultimate Wilderness pg. 21): An oracle with the nature or wood mystery adds one spell from the druid’s spell list that isn’t on the cleric spell list to the oracle’s spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the oracle can cast.
Wayang (Advanced Race Guide pg. 210): Add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
Wyrwood (Heroes of Golarion pg. 6): Add one spell known from the wizard’s evocation school spell list. This spell must be at least 1 level below the highest-level spell the oracle can cast. That spell is treated as 1 level higher unless it is also on the oracle spell list.
Wyvaran (Legacy of Dragons pg. 18): Add 1/4 to the oracle’s level for the purpose of determining the effects of an oracle curse.