PRIEST-MONK KIT Oracle Description: Oracles are almost legendary figures who are known and respected far and wide for their wisdom and their ability to ferret out hidden truth about the past, the present, and the future. They receive their knowledge through communion with spirits of nature and spirits of the planes, through visions and dreams, and the reading and interpretations of omens, whether naturally occurring or through devices such as crystal balls, animal entrails, cast stones, or tea leaves. Their divinations are not infallible, but they are right more often than wrong in their search for the truth. Their answers to queries are not always immediately intelligible or useful; it is not at all unusual for the cryptic reply to a consultation with an Oracle to become clear only in hindsight. Oracles must have a balanced view of the world and so must have an alignment with at least one neutral element in it. They must be very bright and insightful and must be able to be convincing in their predictions, hence they must have scores of at least 15 in Wisdom and 12 in Intelligence and Charisma. Only humans, dwarves, elves, half-elves, and aasimar may become Oracles. Weapons & Armor: Knife (any), sling, staff. Oracles may not wear armor or use shields. Special Benefits: Divination Mastery: Oracles are experts in matters of divination, both magical and mundane. When using any of the Preferred proficiencies, an Oracle gains a +1 bonus, and he or she gains a +1 bonus for every three levels of experience (rounding up) to his or her Divining and Prophecy proficiencies. When they are casting magical divinations, Oracles are highly proficient. Casting times for all divination spells are only half normal (rounding up), and saving throws vs. their divinations are made with a -2 penalty. In addition, divination spells which are two or more levels below their maximum spell level are doubled in duration (e.g., a 7th level Oracle would double the duration of all 1st and 2nd level Divinations); for spells such as augury, speak with dead, and other time-limited divinations, the Oracle can choose to ask double the normal number of questions or can double the normal time limitation. An Oracle can pray for and receive wizardly divination spells as if they were priest spells of the same level, though an Oracle must be aware of a spell's existence in order to request it in prayer and must attempt a 'Chance to Know Spell' roll when the spell is requested. If that roll is failed, the Oracle fails to assimilate the spell and loses that 'spell slot' for the day. Note that an Oracle who prays for and uses a read magic spell in this fashion can use it to scan wizard scrolls and can then cast spells from those scrolls as a wizard of his or her own level if the scroll spell is a Divination spell. If a scroll spell is of another school, the Oracle should be treated as being only half his or her true level for the purpose of determining whether the scroll was read properly. Once per day, an Oracle of 5th level or higher can attempt to cast a divination spell with greatly boosted effect. This requires one round of concentration and the channeling of a great deal of magical energy and forces the Oracle to save vs. paralyzation, modified by his or her Wisdom score only, or pass out for a number of rounds equal to 20 minus his or her level (the spell fails in this case). If the save succeeds, the spell takes effect but with doubled range, duration, and area of effect (and with double the above-noted saving throw penalty, if applicable). Note that divinations that are already doubled in duration because of their spell level can have their duration quadrupled and other spell characteristics doubled. Instead of attempting to boost of his or her own divination spells, an Oracle of 5th level or above can instead attempt to make a situational request for a single spell each day of the Divination sphere. The spell must be one that a priest of his or her own level could cast, and the Oracle must make a successful Ceremony/Ritual proficiency check to make contact with spiritual servitors of the divine powers from whom he or she wishes to access the spell. This requires 1d6 rounds, whether or not it is successful. If the check is made, the Oracle must spend one round per level of the desired spell negotiating with the divine spirits and explaining his or her need for the spell. At the end of this time, a reaction check is rolled, considering modifiers for the Oracle's Charisma and the Ceremony/Ritual proficiency. If an 'indifferent' or 'friendly' result is obtained, the spell will be granted to the Oracle, though he or she must save vs. paralyzation, modified by his or her Wisdom score only, or pass out for a number of rounds equal to 20 minus his or her level. If the save is failed, then the spell is lost as he or she was unable to handle the sudden influx of divine power. If the save is made, then the Oracle may cast the spell or may hold it for up to one turn per level before casting it, at which point it takes effect as if cast by a priest of the Oracle's level. It is important to note that this extra Divination spell is a bonus, over and above the number of spells an Oracle can use each day. Divination Resistance: Oracles share the 5 percent per level resistance to mental contact and mind-reading of all Mystics. In addition, Oracles gain a like resistance to scrying attempts of all types (though creatures nearby to them are not so shielded from scrying). Oracles are also very sensitive to scrying attempts and can attempt to detect scrying at will, with a 5 percent chance of success per level. Such a detection attempt requires one round of concentration. At 9th level, Oracles gain immunity to all divinations (including scrying attempts and psionic detections) by creatures that have fewer hit dice or levels than the Oracle. Fortune Telling: If an Oracle possesses any miscellaneous magical item with divination powers (e.g., crystal ball, medallion of ESP), they can predict the future in a manner similar to an augury spell once per day per five levels of experience. The Oracle can make use of this ability even if the divinatory magical item is not one normally usable by priests. In addition, even if such a magical item is not available, the Oracle may attempt an augury-type divination by making use of a non-magical crystal ball, deck of cards, or similar divinatory instrument. This may be done only once per day and it requires 1d10 rounds to complete. In addition, the chance of success is only half normal. At 5th level, an Oracle's fortune telling powers increase in acuity. Instead of attempting an augury as noted above, an Oracle may instead cast a divination spell once per day. If he or she has does not have access to a divinatory miscellaneous magical item, the spell has only a 5 percent chance per level of the Oracle of working. All Oracles of 9th level or above are able to contact extra-planar intelligence's in a manner equivalent to a contact other plane spell. This ability takes 1d6 rounds of complete concentration and can be used only once per week. Further, it has only a 5 percent per level chance of success. At 13th level, an Oracle can attempt to receive a vision once per day, as the spell, in the form of a dream while they sleep. An Oracle can also use his or her feign death ability in order to attain the proper state to receive the vision (the vision, if it is granted, will arrive in 1d6 turns). An important difference between this power and the vision spell is that if the powers granting the vision are annoyed by the Oracle's request, he or she will not be geased by that power but instead will receive the effects of a bestow curse spell for 1d100 turns (or until removed). At 15th level, an Oracle can instead request a vision while remaining conscious. Once an Oracle reaches 17th level, he or she never suffers ill effects from requesting a vision, whether through the use of this ability or through actual spellcasting. He or she also no longer has any chance of insanity when using contact other plane, whether by spell or by innate ability. Meditation: As a Monk. Omen Reading: In addition to the use of such proficiencies, an Oracle once per day can attempt to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him or her. To be receptive to such an omen, the Oracle must do nothing but concentrate uninterrupted for a full turn; if this concentration is broken, the Oracle cannot attempt to interpret an omen for another week. After the turn of concentration, the Oracle studies his or her surroundings for a sign of some sort: a rippling pond, a gathering of clouds, a swarm of insect, or the veins in a leaf are all possible sources of the omen. Omens are usually consulted only for major events, such as starting a journey, engaging in a battle, or some other significant task. If the DM has knowledge about the likely outcome of an action, then the omen should reflect that. In situations where the DM has no reliable information on which to base the outcome of the omen, then a random die roll should be made: 1 Ill omen: The task should not be undertaken today. Those who ignore the omen and continue suffer a -1 penalty to hit and on saving throws for the rest of the day, with double the normal chance of encounters and a -3 reaction penalty. 2-4 Great danger exists: If the party proceeds, chances for encounters are doubled with a -3 reaction penalty, and opponents gain a +1 bonus to hit. 5-7 Neutral omen: The signs are vague and no special modifiers apply. 8-9 Favorable omen: The party's overland movement is increased by 50% for that day, chances for encounters are halved, and opponents have a -1 penalty to hit against them. 10 Auspicious omen: Benefits as for a favorable omen, with a +1 bonus to hit and on saving throws for the rest of the day. Because of their visions of the future, Oracles also are able to assist other creatures with success, regardless of the results of an omen. Once per week, an Oracle can use his or her visions of the future and impressions of what might happen to bestow good fortune on up to one creature per level. This good fortune lasts for one turn per level of the Oracle and has the effect of granting a +1 bonus to saving throws and ability checks and a -1 penalty on opponents' rolls to hit. Prescience: Oracles of this level gain a powerful sixth sense with respect to potential danger, allowing a 5% chance per level to receive a premonition of death or serious harm. Hence, when he or she is going to be attacked or placed in danger, an the DM should make a Prescience roll for the Oracle. If it succeeds, the Oracle cannot be surprised (unless the attacker is screened from divination) and always knows the direction from which the attack will come and how best to avoid it or defend him- or herself. This premonition also helps the Oracle in combat, granting a +2 bonus to his or her Armor Class and to saving throws that involve dodging; these bonuses apply to any combat situation for which the Oracle received prior warning through Prescience. It is possible for an Oracle to use his or her Prescience on behalf of another creature, allowing him or her to sense danger approaching that creature and send a visionary warning to him or her (allowing all benefits listed above). This can be done no more than once per day, for a maximum of one turn per level of the Oracle, but it should be noted that while this is being done and for 24 hours thereafter, the Oracle cannot use Prescience to sense danger to him- or herself. Ritual Purification: As a Monk. Special Hindrances: Oracles believe themselves to be the mouthpieces of the gods and that in order to foretell the future, interpret signs and omens, and speak to the people with the authority of the gods they must leave themselves open to free debate of ideas and consideration of all that surrounds them. Hence, they focus their awareness on being open to receiving signs and potential omens from the world around them, rather than adopting the rigid discipline and stern regulation that characterizes the life of a typical Monk. They do not apply themselves to the rigorous broad-based study of a Monk and so do not gain access to all NWP lists--only the General and Priest lists are available to them. They do not gain the Monkish ability of Concentration, nor do they apply themselves to the study of Martial Arts. Oracles also put great faith in the omens and portents that they study. As a result, they must read the omens each and every day. If others wish to have the Oracle consult the omens for the day to come, then he or she will do so for the entire group. If not, the Oracle will consult the omens and abide by the results him- or herself. Oracles are masters of divination, but their spellcasting in other areas is greatly hampered. They gain the normal spheres of access appropriate for their deity, including the normal number of spells per day of each level, but any spells cast from a sphere other than Divination or All take effect as if the Oracle was only half his or her actual level and have double the normal casting time. Like typical Monks, an Oracle does not gain the usual granted powers for his or her faith (including turning or commanding undead), though they can cast unique spells from their deity. Finally, Oracles share a Monk's disdain for material possessions and dependence upon them, but in addition they tend to be isolated even when they are part of a community. They are the keepers of folklore and legend, but they are also the voices of mystery and superstition, and others simply do not feel comfortable in their presence. Oracles thus suffer a -1 reaction penalty from other sentient humanoid creatures. They also can never attract henchmen or followers of any kind, nor will they set up large-scale organized monasteries, though they can and do set up small oracular shrines from which to deliver their cryptic messages. Bonus Proficiency: Prophecy Required Proficiencies: Ceremony/Ritual, Chanting, Divining Preferred Proficiencies: Astrology, Awareness, Direction Sense, Distance Sense, Dowsing, Gem Cutting, Glassblowing, Lens Crafting, Local History, Numerology, Observation, Religion, Sixth Sense, Spellcraft, Spirit Lore, Time Sense, Weather Sense