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Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. | Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child, you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic, who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic [[guide]] to those who seek prophetic vision. | ||
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying? | Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually [[divine]] the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying? | ||
'''<u><big>Oracle Tracks</big></u>''' | '''<u><big>Oracle Tracks</big></u>''' | ||
'''Druid:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within. | '''[[Druid]]:''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or [[occult]] powers as a way to balance the [[primal]] magic that surges within. | ||
'''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields. | '''Elementalist:''' You can capture the terrible energy of raging fires and storms, turning such harmful effects into powerful [[elemental]] shields. | ||
'''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate. | '''Fate:''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate. | ||
'''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various skills and techniques, helping them all to improve. | '''Guide:''' Whether a mysterious mentor or an eclectic professor, you can instruct your pupils in various [[skills]] and techniques, helping them all to improve. | ||
== '''Oracle Entry Talent''' == | == '''Oracle Entry Talent''' == | ||
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!PreReq | !PreReq | ||
!Description | !Description | ||
!Tags | |||
|- | |- | ||
|'''Oracle Entry''' | |'''Oracle Entry''' | ||
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* <u>Woe</u>: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. | * <u>Woe</u>: Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. | ||
* <u>Hermit</u>: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag. | * <u>Hermit</u>: Gain +2 Arcana, Astrology, or Astronomy; and +2 in a skill of your choice with the Observation or Survival tag. | ||
* <u>Oracular Magic</u>: Choose one: Warden of the Primal, or Adept of the Psionic. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. | * <u>Oracular Magic</u>: Choose one: Warden of the Primal, or Adept of the [[Psionic]]. Learn that talent unless you already know one or both of these talents. Whichever you choose, LUCK is your magic attribute for oracle magic. | ||
** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. | ** If you choose Warden of the Primal, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Primal Power. | ||
** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | ** If you choose Adept of the Psionic, then each time you level up and spend your talent point on an oracle talent, you gain +5 SP and +1 Psionic Power. | ||
|''Oracle, Class Entry'' | |||
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<u>Incompatible</u>: Wyrd Wood | <u>Incompatible</u>: Wyrd Wood | ||
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. | |Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. LUCK is your magic attribute for the Divine Source. Whenever you gain a talent from this track with the Divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. | ||
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. | In [[combat]], when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored. | ||
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | ||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
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|Wyrd Wood | |Wyrd Wood | ||
|Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | |Choose 1-2 additional primal chants and 1-2 additional [[Primal Spells|primal spells]] to gain Dark Power, choosing their effects from the ''Primeval Darkness Chart'' below. If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | ||
Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | Whenever you spend SP on a spell with the Dark Power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 [[Shield]] HP as you draw negative energy into yourself. | ||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
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|'''Old Gods III''' | |'''Old Gods III''' | ||
|Druid 5, Old Gods II | |Druid 5, Old Gods II | ||
|The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. | |The difference between Proclivities must be greater than 2 in [[order]] for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. | ||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
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|- | |- | ||
|'''Abrasive Chant''' | |'''Abrasive Chant''' | ||
|''Chant that deals damage'' | |''Chant that deals [[damage]]'' | ||
|Gain [[Tactical Advantages|TA]] on the attack roll. | |Gain [[Tactical Advantages|TA]] on the attack roll. | ||
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|If you do not suffer Dark Power, you become Protected until the end of your next turn. | |If you do not suffer Dark Power, you become Protected until the end of your next turn. | ||
* <u>Dark Power</u>: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or Weather tag, then the nature in the area withers a little or the weather grows sour and corrupt. | * <u>Dark Power</u>: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the Nature or [[Weather]] tag, then the nature in the area withers a little or the weather grows sour and corrupt. | ||
|- | |- | ||
|'''Wyrd Chant''' | |'''Wyrd Chant''' | ||
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* <u>Dark Power</u>: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions. | * <u>Dark Power</u>: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions. | ||
|- | |- | ||
|'''Chaotic Commune''' | |'''Chaotic [[Commune]]''' | ||
|''Spell that summons'' | |''Spell that summons'' | ||
|The creature you can summon with this spell can be 1 ML higher than normal. | |The creature you can summon with this spell can be 1 ML higher than normal. | ||
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!Tag | !Tag | ||
|- | |- | ||
|'''Ice Armor''' | |'''Ice [[Armor]]''' | ||
|When you take cold damage, gain DR 4/Fire for 1 minute. | |When you take cold damage, gain DR 4/Fire for 1 minute. | ||
|''Oracle, Elementalist, Repurpose Damage I'' | |''Oracle, Elementalist, Repurpose Damage I'' | ||
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|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal III - Weapons''' | |'''Weal III - [[Weapons]]''' | ||
|Weal II | |Weal II | ||
|Your crit range on weapons increases by 1. | |Your crit range on weapons increases by 1. | ||
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|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Portent''' | |'''[[Portent]]''' | ||
|Great Weal | |Great Weal | ||
|Gain the Portent ability. | |Gain the Portent ability. | ||
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|'''Talented Mentor''' | |'''Talented Mentor''' | ||
|Oracle’s Support II | |Oracle’s Support II | ||
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | |Gain one specialization talent. When you Mentor someone, you can lose access to one of your [[Specialization Talents|specialization talents]] to let them gain that talent. If this would result in you losing skill points, you choose [[how to]] assign the losses, and regain those Skill Points at the end of the duration. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||