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*&aname(excepting-prd-oracle-archetypes)オラクルのアーキタイプ &small(){&link(oracle Archetypes){https://aonprd.com/Archetypes.aspx?Class=Oracle}}
**&aname(black-blooded-oracle)&ref(legal.png,PFS)Black-Blooded Oracle &small(){&link(Black-Blooded Oracle){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Black-Blooded%20Oracle}}
&b(){出典} &i(){Inner Sea Magic 32ページ}
The black-blooded oracle has been infused with the eerie influence of strange fluids that seep from the rock in the deepest pits of the Darklands, the so-called “Black Blood of Orv.” Often, the eerie taint of the black blood can lie dormant in a lineage for generations before manifesting. It even seems capable of reaching out to touch those destined to become oracles through other strange methods. However an oracle becomes black-blooded, her divine powers carry within them the weird power of this chilling magical substance. A black-blooded oracle has the following class features.
See the sidebar on the facing page for rules on the black blood itself, but note that a black-blooded oracle does not require access to this eldritch substance to function.
&b(){Curse of Black Blood(超常)/Curse of Black Blood}:All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead— positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level. This ability replaces the oracle’s curse.
&b(){Black Blood Revelations/Black Blood Revelations}:All black-blooded oracles have access to the following revelations, regardless of what mystery they choose.
&b(){Black Blood Spray(超常)/Black Blood Spray}:As an immediate action whenever a black-blooded oracle takes piercing or slashing damage, she can cause some of her black blood to spray from the wound to strike any adjacent target. She must make a touch attack to hit the target (if she’s attacking the creature that caused the wound, she gains a +4 circumstance bonus on her attack roll). If she hits, she deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day).
&b(){Dark Resilience(超常)/Dark Resilience}:The black blood flowing through a black-blooded oracle’s veins gives her resistance to many effects to which undead are immune. Once per day, as an immediate action, whenever she fails a saving throw against an ability drain, a death effect, disease, energy drain, paralysis, or poison, she may attempt that saving throw again with a +4 circumstance bonus. She must take the second result, even if it is worse. At 7th level, she can use this ability twice per day. At 15th level, she can use the ability 3 times per day.
&b(){Darkvision(変則)/Darkvision}:A black-blooded oracle gains darkvision with a range of 60 feet. The range increases to 90 feet at 15th level.
****Black Blood of Orv &small(){Black Blood of Orv}
Black blood wells from the walls of a singular vault deep in Orv, a region known quite aptly as the Land of Black Blood. This noxious fluid repulses and freezes all natural life, although certain creatures like aberrations, undead, and black-blooded oracles possess an uncanny immunity to its effects. Any other creature that comes into contact with black blood takes 1d6 points of cold damage—10d6 points of cold damage per round if fully immersed.
Although black blood isn’t itself inherently evil, a pint of black blood can be used as unholy water. A spellcaster who consumes a dose of black blood casts all necromantic spells at +1 caster level for the next 10 minutes, but takes 3d6 points of cold damage and 1 point of Constitution damage by drinking the stuff. Normally, a dose of black blood becomes inert an hour after being harvested from the source in the Land of Black Blood, losing all mystical properties. Gentle repose can preserve up to 1 gallon of black blood’s magical properties for increased lengths of time, but no other method of stabilizing the stuff has yet been developed. The blood of a black-blooded oracle is diluted and does not have the properties of full-strength black blood.
**&aname(cyclopean-seer)Cyclopean Seer &small(){&link(Cyclopean Seer){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Cyclopean%20Seer}}
&b(){出典} &i(){Inner Sea Monster Codex 17ページ}
A cyclopean seer draws power from the mysterious prophetic abilities of ancient giants.
&b(){Recommended Mysteries/Recommended Mysteries}:Ancestor (Pathfinder RPG Ultimate Magic 53), lore, nature, occult (Pathfinder Campaign Setting: Occult Mysteries 53), time (Ultimate Magic 56).
&b(){クラス技能}:A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills granted by her mystery.
&b(){Oracle’s Curse}:A cyclopean seer must choose the haunted, hunger (see above), powerless prophecy (see above), or tongues curse at 1st level.
&b(){ボーナス呪文}: Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast. This ability alters the bonus spells granted by the oracle’s mystery.
&b(){Assume Fate(超常)/Assume Fate}:As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus. This replaces the revelation gained at 1st level.
&b(){Brutal Trance(超常)/Brutal Trance}:Once per day as a standard action, you can enter a trance that lasts 1 round per oracle level you possess. While in this trance, you are confused, but each round that you can act normally, you can ask a single question as if using commune. This replaces the revelation gained at 7th level.
&b(){Revelations/Revelations}:All cyclopean seers have access to the following revelations, regardless of their chosen mysteries. Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect (Ultimate Magic 137).
&b(){Flash of Insight(超常)/Flash of Insight}:You gain the cyclops racial ability of the same name (Bestiary 52). If you already possess this ability, you gain an additional daily use.
&b(){Prescience(変則)/Prescience}:You gain a +2 bonus to your Armor Class against attacks of opportunity and a +2 bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 1.
This ability alters the revelation class feature.
&b(){Final Revelation/Final Revelation}:Upon reaching 20th level, you embody ancient cyclopes’ insight. You can use each of the following once per day as a spell-like ability: discern location, prying eyes, and stone tell. In addition, using flash of insight to select a d20 roll result equal to or lower than your Charisma modifier doesn’t expend that ability. This replaces the final revelation of the oracle’s mystery.
**&aname(divine-numerologist)&ref(legal.png,PFS)Divine Numerologist &small(){&link(Divine Numerologist){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Divine%20Numerologist}}
&b(){出典} &i(){Disciple's Doctrine 17ページ}
The Oracular Council of Po Li and those trained in their sacred methods often include divine numerologists, who use esoteric mathematics and numbers traditions to peer into the past and future and extract meaningful portents. The divine numerologist’s ultimate goal is to learn and understand the patterns in the equations and algorithms that underscore even the most chaotic forms of reality and use them to their personal advantage.
&b(){Recommended Mysteries/Recommended Mysteries}:Any.
&b(){ボーナス呪文}:Prying eyes (10th), numerological evocation (12th), greater arcane sight (14th), moment of prescience (16th), foresight (18th).
These bonus spells replace the oracle’s mystery bonus spells at these levels.
&b(){Revelations/Revelations}:A divine numerologist must take the following revelations at the listed levels.
&b(){Calculate the Odds(超常)/Calculate the Odds}:At 1st level, as a swift action that does not provoke attacks of opportunity, the divine numerologist can quickly tabulate the variables affecting the current situation. This grants the divine numerologist a circumstance bonus equal to her Charisma modifier (minimum +1) to her next d20 roll within 1 round. If the divine numerologist does not use this bonus within 1 round, the use of this ability is wasted. The divine numerologist can use this ability once per day at 1st level, plus one additional time per day at 7th and 15th levels.
&b(){Program the Divine Algorithm(超常)/Program the Divine Algorithm}:At 7th level, the divine numerologist’s mastery of the divine mathematics allows her to set specific parameters in the divine equation to adjust the outcome of an event right as it is about to occur. As an immediate action that does not provoke attacks of opportunity, the divine numerologist can take the average of a single roll of one or more dice, averaging each die separately (for example, the average of a d20 roll is 10, the average of 3d6 is 9, and so on). When using this ability, the divine numerologist can add any modifiers to the roll as normal.
The divine numerologist must decide to use this ability immediately before the roll she chooses to affect, and the divine numerologist cannot reroll this roll, even if she has a feat or another ability that would normally allow her to do so.
The divine numerologist can use this ability once per day at 7th level and twice per day at 11th level. At 15th level, the divine numerologist can use this ability three times per day, and instead of treating a roll as its average, she can instead treat the roll as its maximum result (for example, the divine numerologist can treat a d20 roll as if the result were 20).
&b(){Final Revelation/Final Revelation}:At 20th level, a divine numerologist understands the math behind the entirety of existence well enough to significantly tweak her own personal fate. The divine numerologist ceases aging. She no longer suffers age-related penalties to ability scores and cannot be magically aged. Additionally, once per day when the divine numerologist or another allied creature within 30 feet of her threatens a critical hit, the critical hit is automatically confirmed.
**&aname(hermit)&ref(legal.png,PFS)Hermit &small(){&link(Hermit){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Hermit}}
&b(){出典} &i(){Legacy of the First World 22ページ}
A hermit is a recluse who gained her oracular powers from isolation in a deep desert, on a mountain peak, or in another secluded location. A connection to untraveled places gives the hermit powers to evade his enemies.
&b(){Mystery}:A hermit must choose a mystery that adds Survival to his list of class skills, such as nature or stone.
&b(){Oracle’s Curse}:A hermit must choose the reclusive curse (below) at 1st level.
&b(){ボーナス呪文}:Blindness/deafness (4th), crushing despair (8th), wall of force (12th), maze (16th).
These bonus spells replace the oracle’s normal mystery bonus spells at these levels.
&b(){Revelations/Revelations}:A hermit must take the following revelations at the listed levels.
&b(){Recluse’s Stride(超常)/Recluse’s Stride}:Your base speed increases by 10 feet. At 5th level, once per round when leaving a square, you can treat the square as though it isn’t threatened by any opponents that you can see. At 10th level, you can teleport a distance equal to your base land speed (as per dimension door) as a move action, provided that there are no other creatures within 10 feet of you when you use this ability and no other creatures within 10 feet of your destination. You can teleport a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level.
&b(){Fade from Memory(超常)/Fade from Memory}:At 7th level, whenever there are no creatures within 10 feet of you at the end of your turn, you gain 20% concealment until the beginning of your next turn as a free action. At 14th level, you instead gain 50% concealment until the beginning of your next turn. You can use this ability a number of times per day equal to your oracle level. You must take this revelation at 7th level.
&b(){Recommended Mysteries/Recommended Mysteries}:Heavens, life, nature, stone.
**&aname(inerrant-voice)Inerrant Voice &small(){&link(Inerrant Voice){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Inerrant%20Voice}}
&b(){出典} &i(){Heroes of the High Court 17ページ}
An inerrant voice serves as a spiritual advisor to either a monarch or noble. Most Qadiran nobles retain one’s services, for both guidance and protection.
&b(){Recommended Mysteries/Recommended Mysteries}:AncestorUM, intrigueUI, life, lore.
&b(){ボーナス呪文}:An inerrant voice gains the following bonus spells: shield other (2nd), augury (4th), divination (8th), vision (14th).
These replace the bonus spells at those levels gained from the oracle’s mystery.
&b(){Revelations/Revelations}:An inerrant voice must take the following revelation at 3rd level.
&b(){Vigilant Protector(超常)/Vigilant Protector}:Each day when you recover your spells, you can select a specific person you know other than yourself as your ward. When your ward becomes the target of an attack or spell and you are aware of the attack, you can cast an abjuration spell you know on the ally as an immediate action. You must expend the appropriate spell slot and be able to target the ally as normal for the spell. At 11th level, as an immediate action when you know your ward is targeted, you can transpose yourself with your ward, teleporting into the original target’s square (and becoming the new target of the attack or spell) while your ally is teleported into yours; this is a teleportation effect that doesn’t provoke attacks of opportunity. You can use this revelation once per day, plus an additional time at 7th level and every 4 oracle levels thereafter.
**&aname(keleshite-prophet)&ref(legal.png,PFS)Keleshite Prophet &small(){&link(Keleshite Prophet){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Keleshite%20Prophet}}
&b(){出典} &i(){Inner Sea Intrigue 42ページ}
Keleshite prophets help guide and serve the vast Padishah Empire of Kelesh and its interests across Golarion.
&b(){Recommended Mysteries}:Any.
&b(){クラス技能}:A Keleshite prophet adds Perception, Perform (dance), and all Knowledge skills to her list of class skills.
These replace the additional skills gained from the oracle’s mystery.
&b(){ボーナス呪文}:A Keleshite prophet gains the following bonus spells: clairaudience/clairvoyance (6th), prying eyes (10th), true seeing (12th), prediction of failureUM (16th), foresight (18th).
These replace the bonus spells at those levels gained from the oracle’s mystery.
&b(){Revelations}:A Keleshite prophet must take the following revelation at 1st level.
&b(){Divining Dance(超常)/Divining Dance}:Once per day, you can perform a sacred meditative dance that gives you great clarity of mind and prepares you for what lies ahead. This dance must last for at least 1 minute, uninterrupted, and you can take no other actions during the dance.
When you dance, attempt a Perform (dance) check; the results of the check determine the benefits you gain for the next 24 hours, as listed below. You can always choose the benefit from a lower result, if you wish (for example, if your Perform [dance] result is 15, you can choose to gain a +1 bonus on your divinations’ saving throws instead of choosing to use augury once as a spell-like ability).
|Perform (Dance) Result|Benefit|
|0-9|Increase the saving throw DC of any divination spells you cast by 1.|
|10-19|Once in the next 24 hours, as an immediate action, you can use augury as a spell-like ability, using your oracle level as your caster level.|
|20-29|Once in the next 24 hours, you can use divination as a spell-like ability, using your oracle level as your caster level. If you are at least 8th level, you can cast it in 1 minute instead of 10 minutes.|
|30-39|Once in the next 24 hours, you can use commune as a spell-like ability, using your oracle level as your caster level. If you are at least 10th level, its casting time is in 1 minute instead of 10 minutes.|
|40+|Once in the next 24 hours, you can use contact other plane as a spell-like ability, using your oracle level as your caster level.|
**&aname(ocean-s-echo)Ocean's Echo &small(){&link(Ocean's Echo){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Ocean%27s%20Echo}}
&b(){出典} &i(){Blood of the Sea 12ページ}
legal for play for any PC whose race grants them a natural swim speed (e.g. naiad or undine).
Although many merfolk claim deep connections to both art and the natural world, a rare few merfolk can manipulate the forces of nature and weave them into song. An ocean’s echo is a merfolk gifted with the powers of an oracle and a singing voice that evokes the legendary tales of merfolk virtuosos.
&b(){クラス技能}:An ocean’s echo adds Bluff, Intimidate, Knowledge (nature), and Perform to her list of class skills.
These replace the additional class skills from her mystery.
&b(){ボーナス呪文}:Sound burst (4th), shout (8th), song of discord (10th), greater shout (12th), and pied pipingAPG (14th). These bonus spells replace the oracle’s mystery bonus spells at these levels.
&b(){Inspiring Song(変則)/Inspiring Song}:The voice of an ocean’s echo provides inspiration to allies. This ability is identical to bardic performance (using Perform [sing] only), allowing her to inspire courage at 1st level, inspire competence at 3rd level, and inspire heroics at 15th level, as a bard of the ocean’s echo’s level. It is usable a total number of rounds per day equal to her level + her Charisma modifier (minimum 1).
This ability replaces the revelations gained at 1st, 3rd, and 15th level.
&b(){Recommended Mysteries/Recommended Mysteries}:AncestorUM, heavens, life, lore, nature, timeUM, waves, wind.
**&aname(pei-zin-practitioner)&ref(legal.png,PFS)Pei Zin Practitioner &small(){&link(Pei Zin Practitioner){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Pei%20Zin%20Practitioner}}
&b(){出典} &i(){Healer's Handbook 20ページ}
In distant Tian Xia, herbalists practice an obscure alchemical art known as Pei Zin herbalism, which involves medicinal and restorative techniques that are used throughout much of that continent. A few practitioners develop a talent for Pei Zin that transcends ordinary alchemy, allowing them to blur the line between applying alchemical medicine and coaxing divine miracles.
Like other masters of the art, Pei Zin practitioners can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents. More information is on pages 24–25 of Pathfinder Player Companion: Alchemy Manual.
&b(){Master Herbalist(超常)/Master Herbalist}:A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
This ability replaces the additional class skills the oracle gains from her mystery.
&b(){Healer’s Way(超常)/Healer’s Way}:A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level.
&b(){Master Healing Technique(超常)/Master Healing Technique}:At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24–25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
&i(){Minor Conditions (DC 20)}:Fatigued, shaken, and sickened.
&i(){Major Conditions (DC 25)}:Dazed and staggered.
&i(){Severe Conditions (DC 30)}:Confused, exhausted, frightened, and nauseated.
&i(){Dire Conditions (DC 35)}:Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.
&b(){Recommended Mysteries}:LifeAPG, natureAPG, succor.
**&aname(seeker)&ref(legal.png,PFS)探究練士 &small(){&link(Seeker){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Seeker}}
&b(){出典} &i(){Pathfinder Society Field Guide 29ページ}
オラクルやソーサラーは、信仰や血脈によって選ばれたかどうかに関わらず、神秘的で不思議な方法で魔法の力を得る。ほとんどの者は不思議な力に満足しているかもしれないが、一部のオラクルやソーサラーは、彼らの神秘や血統についての詳細を解明し、彼らの不可思議な技の起源や歴史を明らかにするためにパスファインダーに参加している。これらの術者たちは『呪文の徒/the Spells』の間では『探究練士』として知られており、古代の文書や不明瞭な遺跡を調査して自分たちの遺産や歴史についての手がかりを探すことに夢中になっている。『探究練士』は以下のクラスの特徴を持っている。
&b(){研究狂(変則)/Tinkering}:探究練士は、自らのオラクルの神秘やソーサラーの血脈についてさらなる研鑽を深めるため、古代の装置や古文書、不思議な魔法のアイテムに目を向けることが多い。この好奇心の強さに加えて、生来の未知と奇異を解読する能力のおかげで、探究練士はクラス技能として[[〈装置無力化〉>技能の詳細/2#Disable Device]]を獲得する。さらに、1レベルの時点で、探究練士は罠を発見するために行う[[〈知覚〉>技能の詳細#Perception]]判定と、全ての[[〈装置無力化〉>技能の詳細/2#Disable Device]]の技能判定に、自分のオラクルまたはソーサラーのレベルの半分に等しい値(最小でも+1)を加算する。探究練士は〈装置無力化〉を使用して魔法の罠を解除することができる。探究練士がローグや罠探しの能力を持つ他のクラスのレベルを持っている場合、それらのレベルはオラクルやソーサラーのレベルと累積し、技能判定の総合的なボーナスを決定する。オラクルの場合、この能力は、通常であればオラクルの神秘から得られるボーナス・クラス技能を全てと置き換える。ソーサラーの場合、この能力はソーサラーのボーナス特技[[《物質要素省略》>特技の詳細/な~わ#Eschew Materials]]と置き換える。
&b(){探究練士の学び(変則)/Seeker Lore}:3レベルの時点で、探究練士は既に自分の神秘や血脈について多くのことを学び、その神秘や血脈によって得られるボーナス呪文をより簡単に使うことができるようになっている。彼は全ての精神集中判定、呪文抵抗を克服するために行う術者レベル判定、そしてボーナス呪文に関連する事柄について行われる全ての[[〈知識:神秘学〉>技能の詳細#Knowledge]]と[[〈呪文学〉>技能の詳細#Spellcraft]]の判定に+4のボーナスを得る。オラクルの場合、この能力は3レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は3レベルで獲得する血脈の力と置き換える。
&b(){探究練士の魔法(超常)/Seeker Magic}:15レベルの時点で、探究練士は呪文修正により神秘の呪文や血脈の呪文を修正することに長じる。探究練士が神秘や血脈により獲得したボーナス呪文に呪文修正特技を適用した場合、呪文修正特技による呪文レベルの上昇を1減らす。したがって、[[《呪文動作省略》>特技の詳細/し~そ#Still Spell]]のような呪文修正特技を呪文に適用してもその呪文の有効呪文レベルは全く変わらず、[[《呪文高速化》>特技の詳細/し~そ#Quicken Spell]]を適用してもその呪文の有効呪文レベルの上昇は4ではなく3だけとなる。この呪文修正特技の呪文レベル上昇の減少は、同じような他の能力の減少と累積して適用されることはない。オラクルの場合、この能力は15レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は15レベルで獲得する血脈の力と置き換える。
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*&aname(excepting-prd-oracle-archetypes)オラクルのアーキタイプ &small(){&link(oracle Archetypes){https://aonprd.com/Archetypes.aspx?Class=Oracle}}
**&aname(black-blooded-oracle)&ref(legal.png,PFS)Black-Blooded Oracle &small(){&link(Black-Blooded Oracle){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Black-Blooded%20Oracle}}
&b(){出典} &i(){Inner Sea Magic 32ページ}
The black-blooded oracle has been infused with the eerie influence of strange fluids that seep from the rock in the deepest pits of the Darklands, the so-called “Black Blood of Orv.” Often, the eerie taint of the black blood can lie dormant in a lineage for generations before manifesting. It even seems capable of reaching out to touch those destined to become oracles through other strange methods. However an oracle becomes black-blooded, her divine powers carry within them the weird power of this chilling magical substance. A black-blooded oracle has the following class features.
See the sidebar on the facing page for rules on the black blood itself, but note that a black-blooded oracle does not require access to this eldritch substance to function.
&b(){Curse of Black Blood(超常)/Curse of Black Blood}:All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead— positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level. This ability replaces the oracle’s curse.
&b(){Black Blood Revelations/Black Blood Revelations}:All black-blooded oracles have access to the following revelations, regardless of what mystery they choose.
&b(){Black Blood Spray(超常)/Black Blood Spray}:As an immediate action whenever a black-blooded oracle takes piercing or slashing damage, she can cause some of her black blood to spray from the wound to strike any adjacent target. She must make a touch attack to hit the target (if she’s attacking the creature that caused the wound, she gains a +4 circumstance bonus on her attack roll). If she hits, she deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day).
&b(){Dark Resilience(超常)/Dark Resilience}:The black blood flowing through a black-blooded oracle’s veins gives her resistance to many effects to which undead are immune. Once per day, as an immediate action, whenever she fails a saving throw against an ability drain, a death effect, disease, energy drain, paralysis, or poison, she may attempt that saving throw again with a +4 circumstance bonus. She must take the second result, even if it is worse. At 7th level, she can use this ability twice per day. At 15th level, she can use the ability 3 times per day.
&b(){Darkvision(変則)/Darkvision}:A black-blooded oracle gains darkvision with a range of 60 feet. The range increases to 90 feet at 15th level.
****Black Blood of Orv &small(){Black Blood of Orv}
Black blood wells from the walls of a singular vault deep in Orv, a region known quite aptly as the Land of Black Blood. This noxious fluid repulses and freezes all natural life, although certain creatures like aberrations, undead, and black-blooded oracles possess an uncanny immunity to its effects. Any other creature that comes into contact with black blood takes 1d6 points of cold damage—10d6 points of cold damage per round if fully immersed.
Although black blood isn’t itself inherently evil, a pint of black blood can be used as unholy water. A spellcaster who consumes a dose of black blood casts all necromantic spells at +1 caster level for the next 10 minutes, but takes 3d6 points of cold damage and 1 point of Constitution damage by drinking the stuff. Normally, a dose of black blood becomes inert an hour after being harvested from the source in the Land of Black Blood, losing all mystical properties. Gentle repose can preserve up to 1 gallon of black blood’s magical properties for increased lengths of time, but no other method of stabilizing the stuff has yet been developed. The blood of a black-blooded oracle is diluted and does not have the properties of full-strength black blood.
**&aname(cyclopean-seer)Cyclopean Seer &small(){&link(Cyclopean Seer){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Cyclopean%20Seer}}
&b(){出典} &i(){Inner Sea Monster Codex 17ページ}
A cyclopean seer draws power from the mysterious prophetic abilities of ancient giants.
&b(){Recommended Mysteries/Recommended Mysteries}:Ancestor (Pathfinder RPG Ultimate Magic 53), lore, nature, occult (Pathfinder Campaign Setting: Occult Mysteries 53), time (Ultimate Magic 56).
&b(){クラス技能}:A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills granted by her mystery.
&b(){Oracle’s Curse}:A cyclopean seer must choose the haunted, hunger (see above), powerless prophecy (see above), or tongues curse at 1st level.
&b(){ボーナス呪文}: Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast. This ability alters the bonus spells granted by the oracle’s mystery.
&b(){Assume Fate(超常)/Assume Fate}:As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus. This replaces the revelation gained at 1st level.
&b(){Brutal Trance(超常)/Brutal Trance}:Once per day as a standard action, you can enter a trance that lasts 1 round per oracle level you possess. While in this trance, you are confused, but each round that you can act normally, you can ask a single question as if using commune. This replaces the revelation gained at 7th level.
&b(){Revelations/Revelations}:All cyclopean seers have access to the following revelations, regardless of their chosen mysteries. Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect (Ultimate Magic 137).
&b(){Flash of Insight(超常)/Flash of Insight}:You gain the cyclops racial ability of the same name (Bestiary 52). If you already possess this ability, you gain an additional daily use.
&b(){Prescience(変則)/Prescience}:You gain a +2 bonus to your Armor Class against attacks of opportunity and a +2 bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 1.
This ability alters the revelation class feature.
&b(){Final Revelation/Final Revelation}:Upon reaching 20th level, you embody ancient cyclopes’ insight. You can use each of the following once per day as a spell-like ability: discern location, prying eyes, and stone tell. In addition, using flash of insight to select a d20 roll result equal to or lower than your Charisma modifier doesn’t expend that ability. This replaces the final revelation of the oracle’s mystery.
**&aname(divine-numerologist)&ref(legal.png,PFS)Divine Numerologist &small(){&link(Divine Numerologist){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Divine%20Numerologist}}
&b(){出典} &i(){Disciple's Doctrine 17ページ}
The Oracular Council of Po Li and those trained in their sacred methods often include divine numerologists, who use esoteric mathematics and numbers traditions to peer into the past and future and extract meaningful portents. The divine numerologist’s ultimate goal is to learn and understand the patterns in the equations and algorithms that underscore even the most chaotic forms of reality and use them to their personal advantage.
&b(){Recommended Mysteries/Recommended Mysteries}:Any.
&b(){ボーナス呪文}:Prying eyes (10th), numerological evocation (12th), greater arcane sight (14th), moment of prescience (16th), foresight (18th).
These bonus spells replace the oracle’s mystery bonus spells at these levels.
&b(){Revelations/Revelations}:A divine numerologist must take the following revelations at the listed levels.
&b(){Calculate the Odds(超常)/Calculate the Odds}:At 1st level, as a swift action that does not provoke attacks of opportunity, the divine numerologist can quickly tabulate the variables affecting the current situation. This grants the divine numerologist a circumstance bonus equal to her Charisma modifier (minimum +1) to her next d20 roll within 1 round. If the divine numerologist does not use this bonus within 1 round, the use of this ability is wasted. The divine numerologist can use this ability once per day at 1st level, plus one additional time per day at 7th and 15th levels.
&b(){Program the Divine Algorithm(超常)/Program the Divine Algorithm}:At 7th level, the divine numerologist’s mastery of the divine mathematics allows her to set specific parameters in the divine equation to adjust the outcome of an event right as it is about to occur. As an immediate action that does not provoke attacks of opportunity, the divine numerologist can take the average of a single roll of one or more dice, averaging each die separately (for example, the average of a d20 roll is 10, the average of 3d6 is 9, and so on). When using this ability, the divine numerologist can add any modifiers to the roll as normal.
The divine numerologist must decide to use this ability immediately before the roll she chooses to affect, and the divine numerologist cannot reroll this roll, even if she has a feat or another ability that would normally allow her to do so.
The divine numerologist can use this ability once per day at 7th level and twice per day at 11th level. At 15th level, the divine numerologist can use this ability three times per day, and instead of treating a roll as its average, she can instead treat the roll as its maximum result (for example, the divine numerologist can treat a d20 roll as if the result were 20).
&b(){Final Revelation/Final Revelation}:At 20th level, a divine numerologist understands the math behind the entirety of existence well enough to significantly tweak her own personal fate. The divine numerologist ceases aging. She no longer suffers age-related penalties to ability scores and cannot be magically aged. Additionally, once per day when the divine numerologist or another allied creature within 30 feet of her threatens a critical hit, the critical hit is automatically confirmed.
**&aname(hermit)&ref(legal.png,PFS)Hermit &small(){&link(Hermit){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Hermit}}
&b(){出典} &i(){Legacy of the First World 22ページ}
A hermit is a recluse who gained her oracular powers from isolation in a deep desert, on a mountain peak, or in another secluded location. A connection to untraveled places gives the hermit powers to evade his enemies.
&b(){Mystery}:A hermit must choose a mystery that adds Survival to his list of class skills, such as nature or stone.
&b(){Oracle’s Curse}:A hermit must choose the reclusive curse (below) at 1st level.
&b(){ボーナス呪文}:Blindness/deafness (4th), crushing despair (8th), wall of force (12th), maze (16th).
These bonus spells replace the oracle’s normal mystery bonus spells at these levels.
&b(){Revelations/Revelations}:A hermit must take the following revelations at the listed levels.
&b(){Recluse’s Stride(超常)/Recluse’s Stride}:Your base speed increases by 10 feet. At 5th level, once per round when leaving a square, you can treat the square as though it isn’t threatened by any opponents that you can see. At 10th level, you can teleport a distance equal to your base land speed (as per dimension door) as a move action, provided that there are no other creatures within 10 feet of you when you use this ability and no other creatures within 10 feet of your destination. You can teleport a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level.
&b(){Fade from Memory(超常)/Fade from Memory}:At 7th level, whenever there are no creatures within 10 feet of you at the end of your turn, you gain 20% concealment until the beginning of your next turn as a free action. At 14th level, you instead gain 50% concealment until the beginning of your next turn. You can use this ability a number of times per day equal to your oracle level. You must take this revelation at 7th level.
&b(){Recommended Mysteries/Recommended Mysteries}:Heavens, life, nature, stone.
**&aname(inerrant-voice)Inerrant Voice &small(){&link(Inerrant Voice){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Inerrant%20Voice}}
&b(){出典} &i(){Heroes of the High Court 17ページ}
An inerrant voice serves as a spiritual advisor to either a monarch or noble. Most Qadiran nobles retain one’s services, for both guidance and protection.
&b(){Recommended Mysteries/Recommended Mysteries}:AncestorUM, intrigueUI, life, lore.
&b(){ボーナス呪文}:An inerrant voice gains the following bonus spells: shield other (2nd), augury (4th), divination (8th), vision (14th).
These replace the bonus spells at those levels gained from the oracle’s mystery.
&b(){Revelations/Revelations}:An inerrant voice must take the following revelation at 3rd level.
&b(){Vigilant Protector(超常)/Vigilant Protector}:Each day when you recover your spells, you can select a specific person you know other than yourself as your ward. When your ward becomes the target of an attack or spell and you are aware of the attack, you can cast an abjuration spell you know on the ally as an immediate action. You must expend the appropriate spell slot and be able to target the ally as normal for the spell. At 11th level, as an immediate action when you know your ward is targeted, you can transpose yourself with your ward, teleporting into the original target’s square (and becoming the new target of the attack or spell) while your ally is teleported into yours; this is a teleportation effect that doesn’t provoke attacks of opportunity. You can use this revelation once per day, plus an additional time at 7th level and every 4 oracle levels thereafter.
**&aname(keleshite-prophet)&ref(legal.png,PFS)Keleshite Prophet &small(){&link(Keleshite Prophet){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Keleshite%20Prophet}}
&b(){出典} &i(){Inner Sea Intrigue 42ページ}
Keleshite prophets help guide and serve the vast Padishah Empire of Kelesh and its interests across Golarion.
&b(){Recommended Mysteries}:Any.
&b(){クラス技能}:A Keleshite prophet adds Perception, Perform (dance), and all Knowledge skills to her list of class skills.
These replace the additional skills gained from the oracle’s mystery.
&b(){ボーナス呪文}:A Keleshite prophet gains the following bonus spells: clairaudience/clairvoyance (6th), prying eyes (10th), true seeing (12th), prediction of failureUM (16th), foresight (18th).
These replace the bonus spells at those levels gained from the oracle’s mystery.
&b(){Revelations}:A Keleshite prophet must take the following revelation at 1st level.
&b(){Divining Dance(超常)/Divining Dance}:Once per day, you can perform a sacred meditative dance that gives you great clarity of mind and prepares you for what lies ahead. This dance must last for at least 1 minute, uninterrupted, and you can take no other actions during the dance.
When you dance, attempt a Perform (dance) check; the results of the check determine the benefits you gain for the next 24 hours, as listed below. You can always choose the benefit from a lower result, if you wish (for example, if your Perform [dance] result is 15, you can choose to gain a +1 bonus on your divinations’ saving throws instead of choosing to use augury once as a spell-like ability).
|Perform (Dance) Result|Benefit|
|0-9|Increase the saving throw DC of any divination spells you cast by 1.|
|10-19|Once in the next 24 hours, as an immediate action, you can use augury as a spell-like ability, using your oracle level as your caster level.|
|20-29|Once in the next 24 hours, you can use divination as a spell-like ability, using your oracle level as your caster level. If you are at least 8th level, you can cast it in 1 minute instead of 10 minutes.|
|30-39|Once in the next 24 hours, you can use commune as a spell-like ability, using your oracle level as your caster level. If you are at least 10th level, its casting time is in 1 minute instead of 10 minutes.|
|40+|Once in the next 24 hours, you can use contact other plane as a spell-like ability, using your oracle level as your caster level.|
**&aname(ocean-s-echo)Ocean's Echo &small(){&link(Ocean's Echo){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Ocean%27s%20Echo}}
&b(){出典} &i(){Blood of the Sea 12ページ}
legal for play for any PC whose race grants them a natural swim speed (e.g. naiad or undine).
Although many merfolk claim deep connections to both art and the natural world, a rare few merfolk can manipulate the forces of nature and weave them into song. An ocean’s echo is a merfolk gifted with the powers of an oracle and a singing voice that evokes the legendary tales of merfolk virtuosos.
&b(){クラス技能}:An ocean’s echo adds Bluff, Intimidate, Knowledge (nature), and Perform to her list of class skills.
These replace the additional class skills from her mystery.
&b(){ボーナス呪文}:Sound burst (4th), shout (8th), song of discord (10th), greater shout (12th), and pied pipingAPG (14th). These bonus spells replace the oracle’s mystery bonus spells at these levels.
&b(){Inspiring Song(変則)/Inspiring Song}:The voice of an ocean’s echo provides inspiration to allies. This ability is identical to bardic performance (using Perform [sing] only), allowing her to inspire courage at 1st level, inspire competence at 3rd level, and inspire heroics at 15th level, as a bard of the ocean’s echo’s level. It is usable a total number of rounds per day equal to her level + her Charisma modifier (minimum 1).
This ability replaces the revelations gained at 1st, 3rd, and 15th level.
&b(){Recommended Mysteries/Recommended Mysteries}:AncestorUM, heavens, life, lore, nature, timeUM, waves, wind.
**&aname(pei-zin-practitioner)&ref(legal.png,PFS)Pei Zin Practitioner &small(){&link(Pei Zin Practitioner){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Pei%20Zin%20Practitioner}}
&b(){出典} &i(){Healer's Handbook 20ページ}
In distant Tian Xia, herbalists practice an obscure alchemical art known as Pei Zin herbalism, which involves medicinal and restorative techniques that are used throughout much of that continent. A few practitioners develop a talent for Pei Zin that transcends ordinary alchemy, allowing them to blur the line between applying alchemical medicine and coaxing divine miracles.
Like other masters of the art, Pei Zin practitioners can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents. More information is on pages 24–25 of [[Pathfinder Player Companion]]: Alchemy Manual.
&b(){Master Herbalist(超常)/Master Herbalist}:A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
This ability replaces the additional class skills the oracle gains from her mystery.
&b(){Healer’s Way(超常)/Healer’s Way}:A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level.
&b(){Master Healing Technique(超常)/Master Healing Technique}:At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24–25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
&i(){Minor Conditions (DC 20)}:Fatigued, shaken, and sickened.
&i(){Major Conditions (DC 25)}:Dazed and staggered.
&i(){Severe Conditions (DC 30)}:Confused, exhausted, frightened, and nauseated.
&i(){Dire Conditions (DC 35)}:Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.
&b(){Recommended Mysteries}:LifeAPG, natureAPG, succor.
**&aname(seeker)&ref(legal.png,PFS)探究練士 &small(){&link(Seeker){https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Seeker}}
&b(){出典} &i(){Pathfinder Society Field Guide 29ページ}
オラクルや[[ソーサラー]]は、信仰や血脈によって選ばれたかどうかに関わらず、神秘的で不思議な方法で魔法の力を得る。ほとんどの者は不思議な力に満足しているかもしれないが、一部のオラクルや[[ソーサラー]]は、彼らの神秘や血統についての詳細を解明し、彼らの不可思議な技の起源や歴史を明らかにするためにパスファインダーに参加している。これらの術者たちは『呪文の徒/the Spells』の間では『探究練士』として知られており、古代の文書や不明瞭な遺跡を調査して自分たちの遺産や歴史についての手がかりを探すことに夢中になっている。『探究練士』は以下の[[クラス]]の特徴を持っている。
&b(){研究狂(変則)/Tinkering}:探究練士は、自らのオラクルの神秘やソーサラーの血脈についてさらなる研鑽を深めるため、古代の装置や古文書、不思議な魔法のアイテムに目を向けることが多い。この好奇心の強さに加えて、生来の未知と奇異を解読する能力のおかげで、探究練士はクラス技能として[[〈装置無力化〉>技能の詳細/2#Disable Device]]を獲得する。さらに、1レベルの時点で、探究練士は罠を発見するために行う[[〈知覚〉>技能の詳細#Perception]]判定と、全ての[[〈装置無力化〉>技能の詳細/2#Disable Device]]の技能判定に、自分のオラクルまたはソーサラーのレベルの半分に等しい値(最小でも+1)を加算する。探究練士は〈装置無力化〉を使用して魔法の罠を解除することができる。探究練士がローグや罠探しの能力を持つ他のクラスのレベルを持っている場合、それらのレベルはオラクルやソーサラーのレベルと累積し、技能判定の総合的なボーナスを決定する。オラクルの場合、この能力は、通常であればオラクルの神秘から得られるボーナス・クラス技能を全てと置き換える。ソーサラーの場合、この能力はソーサラーのボーナス特技[[《物質要素省略》>特技の詳細/な~わ#Eschew Materials]]と置き換える。
&b(){探究練士の学び(変則)/Seeker Lore}:3レベルの時点で、探究練士は既に自分の神秘や血脈について多くのことを学び、その神秘や血脈によって得られるボーナス呪文をより簡単に使うことができるようになっている。彼は全ての精神集中判定、呪文抵抗を克服するために行う術者レベル判定、そしてボーナス呪文に関連する事柄について行われる全ての[[〈知識:神秘学〉>技能の詳細#Knowledge]]と[[〈呪文学〉>技能の詳細#Spellcraft]]の判定に+4のボーナスを得る。オラクルの場合、この能力は3レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は3レベルで獲得する血脈の力と置き換える。
&b(){探究練士の魔法(超常)/Seeker Magic}:15レベルの時点で、探究練士は呪文修正により神秘の呪文や血脈の呪文を修正することに長じる。探究練士が神秘や血脈により獲得したボーナス呪文に呪文修正特技を適用した場合、呪文修正特技による呪文レベルの上昇を1減らす。したがって、[[《呪文動作省略》>特技の詳細/し~そ#Still Spell]]のような呪文修正特技を呪文に適用してもその呪文の有効呪文レベルは全く変わらず、[[《呪文高速化》>特技の詳細/し~そ#Quicken Spell]]を適用してもその呪文の有効呪文レベルの上昇は4ではなく3だけとなる。この呪文修正特技の呪文レベル上昇の減少は、同じような他の能力の減少と累積して適用されることはない。オラクルの場合、この能力は15レベルで獲得する啓示と置き換える。ソーサラーの場合、この能力は15レベルで獲得する血脈の力と置き換える。
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