Ashbound Oracle"You speak of hope? Of a better tomorrow? I have seen what the future holds, friend. The only hope left to me is the hope that we can change it."--Demetria Toivonen, ashbound oracle
Ever since sentient beings first arrived at the concept of tomorrow, they have wished to know what it holds. Through the use of divination, wizards and clerics part the mists of time, peering into the secrets of the future. Scrying and auguries allow these magic-users to know exactly what the future holds, and to plan accordingly. However, magic often performs in unexpected ways. In some cases, for no known reason, individuals without the ability to cast divination spells are assaulted by visions of the end of the world: a hellish, fiery apocalypse.
After the first vision, these unfortunate adepts continue to be plagued by such flashes of prescience. The key to their salvation lies in the path of the ashbound oracle: by burning away their own eyes, these emotionally scarred mages can gain a level of control over their visions. However, this act of self-destruction is only a part of a larger ritual, which further binds the would-be oracle to certain vows. Many accept these vows readily, glad simply to be free of their hellish torments. This is only the first step of the oracle's path, however, and only the beginning of the new diviner's journey.
All initiate ashbound oracles are given knowledge of a simple truth: the future can be changed. Every vision, no matter how real it may seem, only shows one of many possibilities. Through her actions, an ashbound oracle can change the future that her ashen vision allows her to see. However, the vows that allow her to control her visions restrict her abilities: she may only shape her magic through weapons, but she also cannot wear heavy armor. These restrictions force the oracle to hone her combat abilities if she wishes to effect any change in the future...and every ashbound oracle wants to avert what she has seen.
Becoming an Ashbound OracleWhile most ashbound oracles are driven to their path by uncontrolled visions of the world's end, any individual with the appropriate magical talent can perform the required ritual and take the vows of the ashbound oracle. However, the decision to remove one's own eyes is not one that most individuals make lightly, and few go through with the ritual unless they are driven to it. Even among those who are willing to perform such an act, only the strong of body can hope to survive as ashbound oracles. Those who cannot fight cannot hope to bring change to the future.
The divinations of an ashbound oracle do not come from her own power. The ritual and vows conducted by an oracle bind her to the same magic that fuels the apocalyptic visions. Even those who have never had such visions can bind themselves to this power, gaining the same benefits from its blessing. While the source of these visions remains unknown, many oracles believe that such knowledge will be gained only when it is already too late to prevent the end.
Entry Requirements Base Attack Bonus: +3
Skills: Listen 4 ranks, Sense Motive 8 ranks, Spellcraft 8 ranks
Arcane Formulae: Ability to shape 2nd-level formulae, must know at least three Searing Flame formulae
Special: Must burn out your own eyes in a special ritual that takes 1 hour
THE ASHBOUND ORACLE HIT DIE: d6Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Formulae Known | Formulae Prepared | Special |
1st | +1 | +0 | +2 | +2 | 1 | 0 | Ashen eyes (60 ft.), secrets of the ash, spellshape channeling, visions in flame (augury, omen of peril), vow of the ashbound |
2nd | +2 | +0 | +3 | +3 | 1 | 1 | AC bonus, lesser oracle's sight |
3rd | +3 | +1 | +3 | +3 | 1 | 0 | Fire sight (clairvoyance) |
4th | +4 | +1 | +4 | +4 | 1 | 1 | Fire mastery, visions in flame (divination) |
5th | +5 | +1 | +4 | +4 | 1 | 0 | Ashen eyes (90 ft.), figments of smoke |
6th | +6 | +2 | +5 | +5 | 1 | 1 | Fire sight (scrying) |
7th | +7 | +2 | +5 | +5 | 1 | 0 | Visions in flame (commune) |
8th | +8 | +2 | +6 | +6 | 1 | 1 | Greater oracle's sight, wings of flame |
9th | +9 | +3 | +6 | +6 | 1 | 0 | Ashen eyes (120 ft.), fire sight (greater scrying) |
10th | +10 | +3 | +7 | +7 | 1 | 1 | Undying flame, visions in flame (discern location) |
Class Skills (4 + Int modifier per level): Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)
Class FeaturesAll the following are class features of the ashbound oracle.
Weapon and Armor Proficiency: When you become an ashbound oracle, you gain proficiency with all martial weapons.
Formulae: At each level, you gain a new formula known from the Searing Flame circle or any other circle to which you have access. In addition to meeting the formula’s prerequisite, your spellshaping ability score must be equal to at least 10 + the formula’s level in order to learn it. You add your full ashbound oracle levels to your shaper level to determine your total shaper level and your highest-level formulae known.
At each even-numbered level, you gain an additional formula prepared per day.
Ashen Eyes (Su): Though you no longer possess functioning eyes, your divinatory abilities allow you to maneuver and fight just as well as a sighted creature, though with a few limitations. This oracular vision does not allow you to discern color, though you can perceive fine details normally.
Your ashen eyes allow you to ignore the normal penalties for being blind. However, you still automatically fail on Spot checks to see creatures and objects outside the range of your ashen eyes ability, and such creatures and objects still have total concealment against you. Any effect that would render a creature or object undetectable to creatures with blindsight makes that creature or object undetectable to your ashen eyes. Unlike most blind creatures, you are affected normally by visual effects, the visual aspects of illusions, and other attack forms that rely on sight. However, you are only subject to such effects if you would be able to see them with your ashen eyes ability.
At first, this ability only allows you to "see" out to 60 feet, but you perceive your surroundings as though you had darkvision.
When you reach 5th level, your ashen eyes improve, allowing you to "see" out to 90 feet. In addition, you gain blindsense out to 30 feet.
At 9th level, your ashen eyes improve once more, allowing you to "see" out to 120 feet. In addition, the range of your blindsense increases to 60 feet, and you gain blindsight out to 15 feet.
Secrets of the Ash: As a part of the pact that binds you to fire, you give up other avenues of magic. When you become an ashbound oracle, you lose the ability to make spellshape attacks associated with any circles other than the Searing Flame circle. However, you retain the ability to shape and learn formulae from those circles to which you already had access. When shaping formulae from such circles, you shape them as though they had been altered by the Reshape Formula feat, treating them as though they belonged to the Searing Flame circle. For the purpose of learning formulae from one of these circles, you are treated as knowing the spellshape attack associated with it.
Spellshape Channeling (Sp): As a part of your vows, you give up the ability to shape spellshape attacks in the conventional way. When you become an ashbound oracle, you lose the ability to shape spellshape attacks normally. In exchange, you gain the ability to channel your arcane attacks into your weapons, allowing you to shape arcane formulae in close combat.
Once per round during your turn, you can channel a spellshape attack into a melee weapon as a free action that does not provoke attacks of opportunity. This can be a manufactured weapon, a natural weapon, or an unarmed strike (in which case your attacks with that unarmed strike are treated as armed for the duration of the effect). Until the end of your turn, your melee attacks with that weapon deal their damage as the damage type of the spellshape attack of your choice. This damage is equal to your normal melee damage, and you still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. If the spellshape attack you are channeling normally allows spell resistance, you much succeed on a shaper level check in order to damage a creature with spell resistance with your attack. You otherwise attack with your weapon as normal.
When channeling a spellshape attack through a melee weapon, you may treat attacks with that weapon as though they were made with the spellshape attack for the purpose of shaping major and minor formulae. Shaping a formula in this way does not provoke attacks of opportunity, and you are immune to the harmful effects of formulae that you shape in this way. When shaping a formula in this way, you can use your weapon to complete the formula’s somatic components.
Though you do not shape them in the same way as other spellshapers, you still possess a basic knowledge of all basic spellshape attacks, and are treated accordingly for the purposes of learning formulae and qualifying for feats or prestige classes. If an ability refers to the damage that you would deal with a spellshape attack, it refers to the damage that you would deal with that spellshape attack according to your shaper level and any feats or class features that increase a spellshape attack's damage, such as the Spellshape Focus feat. Additionally, if a feat or class feature would add damage or an effect to one of your spellshape attacks, you deal that extra damage or apply that effect with any attack that channels that spellshape attack.
If you already possessed the spellshape channeling ability before becoming an ashbound oracle, you instead gain the ability to fully manifest spellshape attacks (see
Spellheart Weapons and Spellshape Channeling) through any melee weapon that you hold, as if it were a spellheart weapon.
Visions in Flame (Sp): As an ashbound oracle, you can catch glimpses of the future by focusing your ashen eyes on a fire. A number of times per day equal to your class level, you can use
augury or
omen of peril as a spell-like ability, with a caster level equal to your shaper level. In order to use this ability, you must focus on source of fire that is Tiny or larger, which must be within 10 feet of you.
As you gain levels, you learn to use increasingly more accurate and precise divination abilities. At 4th level and higher, you can expend two daily uses of this ability to use
divination as a spell-like ability. At 7th level and higher, by focusing on a source of fire that is Medium or larger, you can expend four daily uses of this ability to use
commune as a spell-like ability. At 10th level, by focusing on a source of fire that is Large or larger, you can expend five daily uses of this ability to use
discern location as a spell-like ability.
Vow of the Ashbound: In becoming an ashbound oracle, you adopt certain vows that must not be broken. You are prohibited from wearing medium or heavy armor, and are forbidden from healing your eyes or regaining your normal vision. If you ever willingly wear prohibited armor, you lose access to all of your supernatural or spell-like class abilities (including your ashen eyes ability) while doing so and for 24 hours thereafter.
The penalty for restoring your eyes is far more severe: if your eyes are healed or your vision permanently restored, you lose all of your ashbound oracle abilities and may not advance further in levels as an ashbound oracle until you burn out your eyes again in the same 1-hour ritual that a new ashbound oracle performs. In addition, you must atone for the violation of your vows (as by the
atonement spell).
AC Bonus: As an ashbound oracle, you learn to compensate for your lost sight by sensing attacks before they land, allowing you to avoid even unanticipated attacks. Starting at 2nd level, you can add your your spellshaping ability modifier (if any) as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
This bonus does not stack with similar AC bonuses.
Lesser Oracle's Sight (Sp): Starting at 2nd level, your oracular powers grant you the ability to sense nearby spells and see through magical deception. You benefit from a permanent
arcane sight effect, except that the range is restricted to that of your ashen eyes ability. In addition, you gain the ability to use
see invisibility at will as a spell-like ability, with a caster level equal to your shaper level.
Fire Sight (Sp) Starting at 3rd level, you can project your mind through fire, allowing you to see distant locations. By focusing on a source of fire that is Small or larger, you can project your senses to a distant location. This ability functions like a
clairaudience/clairvoyance spell, except that you must concentrate in order to maintain the effect. You can use this ability for a number of rounds per day equal to twice your shaper level, but these rounds do not need to be consecutive.
As you advance as an ashbound oracle, you gain increasing mastery with your ability to project your senses. At 6th level and higher, you can use this ability to mimic the effects of a
scrying spell. You still much concentrate in order to maintain this effect. Each minute spent scrying in this way counts as only one of your daily rounds of
clairaudience/clairvoyance, but you must spend this time in 1-minute increments.
Starting at 9th level, you can use this ability to mimic the effects of a
greater scrying spell, allowing you to use your lesser oracle's sight and greater oracle's sight abilities through the sensor. You still must concentrate in order to maintain this effect. Each hour spent scrying in this way counts as only two of your daily rounds of
clairaudience/clairvoyance, but you must spend this time in 1-hour increments.
Fire Mastery: At 4th level, your bond with fire grants you the ability to burn creatures that would normally shrug off your attacks. Your
fireblast attacks, arcane formulae, and other fire effects ignore the resistance to fire of creatures affected by them, and they still deal half damage to creatures with immunity to fire.
Figments of Smoke (Sp): Starting at 5th level, you can manipulate and control smoke, allowing you to create images. This ability functions like a
major image spell, except that the illusion cannot extend beyond the range of your ashen sight. In order to use this ability, you must be within 10 feet of a source of fire that is at least Small in size. You can use this ability at will.
You can create figments of smoke while using your fire sight ability without breaking your concentration on either effect, allowing you to share the results of your divinations with your allies.
Greater Oracle's Sight (Sp): When you reach 8th level, you gain the ability to tap into your divinatory powers in order to see through all barriers and deceptions. As a swift action, you can gain the sight of a greater oracle. This ability functions like the
true seeing spell, except that you also gain the ability to see through solid objects as easily as if they weren't there. This vision negates concealment, including that caused by fog and the like. You automatically see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. You can still see solid objects and the like as ghostly outlines, so you can avoid walking into walls and otherwise function normally.
You can end this effect at any time as a free action. You can use this ability for a number of rounds per day equal to your shaper level, but these rounds need not be consecutive.
Wings of Flame (Su): At 8th level, you gain the ability to conjure and dismiss flaming wings as a free action. The wings are supernatural effects, attaching themselves to your clothing and armor without damaging them. Though these wings are formed entirely of flame, they still allow you to fly as though they were wholly solid.
With these wings, you can fly at a speed equal to your land speed with good maneuverability. You can fly in light armor, but not when carrying a medium or heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to shape formulae, make attacks, or take other actions.
This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (see page 303 of the
Monster Manual) and Wingover (see page 304 of the
Monster Manual).
Undying Flame (Sp): When you reach 10th level, you gain the ability to avert your death by vanishing into tongues of flickering flame. Whenever you would be reduced to 0 hit points or lower by damage, if you are within 30 feet of an open flame, you can take an immediate action to attempt to preserve yourself. This ability functions like the
fiery discorporation power, except that it cannot be augmented.
Playing an Ashbound OracleEvery morning, you wake up with the certain knowledge that the world is going to end. You almost certainly do not know how, why, or when this will occur, but your dreams are often filled with visions of a fiery cataclysm. Whether or not others believe in your visions, you know them to be true.
Alongside this certainty, however, there is a glimmer of hope: the future can be changed. By carefully peering through the mists of time, you can alter the course of destiny. You probably find it wise to plan every action and ponder every possibility before making a decision. As you know well, the ramifications of a single choice might spell the difference between success or failure.
CombatAshbound oracles are restricted in combat both by their limited senses and their oaths. They can only "see" nearby enemies, and can only channel their magic through their weapons. If you formerly trained as a spellshape champion, you need only compensate for your blindness and learn to fight without heavy armor. If, however, you previously shaped your formulae from a distance, you will have to adapt quickly to wielding magic in close combat. If you cannot effect this change in yourself, the future will refuse your efforts to change it.
AdvancementIt is rare that an ashbound oracle chooses her path: in most cases, she is driven to it by fear and horror. Perhaps you experienced your first vision as a vivid nightmare or an unexpected daydream, or maybe you simply fainted away in the street. In any case, you found yourself marked by a destiny that most would never dare embrace. Eventually, you either learned of the ashbound oracles and sought aid from one of their number, or else you destroyed your eyes madly, without any knowledge of the ritual that you were performing. Once the pain ended, you found yourself able to wield some control over your visions, though you are marked forever by the flames.
Crucial as your divination abilities are, they require little investment as you become more powerful. Instead, focus your advancement on your combat abilities, as your blindness puts you at a severe disadvantage. Focusing on a blend of melee techniques and spellshaping will allow you to become a deadly foe, in spite of all that has happened to you.
ResourcesThough ashbound oracles help one another whenever they meet, they belong to no central order or priesthood. As such, you cannot rely on your fellow oracles to provide you with assistance beyond their individual means.
Ashbound Oracles in the World"The seer may be mad. I have often considered--no, hoped for the possibility. But, if she is not, I must do everything in my power to ensure that the horror she has witnessed never comes to pass."--Sir Connor, knight of the Golden City
Ashbound oracles are a grim presence in the world, serving as a constant reminder that nothing lasts forever. No matter how valiantly they strive to avert disaster, they remain plagued by their visions of a burning apocalypse. While charismatic ashbound oracles might attract followers and form cults, others are driven to wander the land, seeking some way of changing the future.
OrganizationThough ashbound oracles all work towards the same goal, their visions are chaotic and uncontrolled. No single body governs the tormented seers, though there are several orders of ashbound oracles throughout the world. These orders are often small, focused on one or two powerful oracles that direct their fellows. It is also common for ashbound oracles to form cults, relying on their followers to support their endeavors.
NPC ReactionsCommon folk often treat ashbound oracles with suspicion, viewing them simply as wandering madmen. In some cases, of course, people might instead accept the views of an ashbound oracle with almost fanatical devotion, viewing her as a chosen prophet.
Those who know the truth of the oracles' visions might well treat them with respect or deference, honoring the sacrifices that they have made for the good of the world. Other diviners often find themselves uncomfortable around ashbound oracles, as the oracles' visions come from far beyond the sight of most seers.
Ashbound Oracle LoreCharacters with ranks in Knowledge (arcana) or Knowledge (religion) can research ashbound oracles to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: These blind magic-user claim to be touched by a strange current of magic that allows them to see the future.
DC 15: An ashbound oracle is a spellshaper who is motivated by visions of the future. Giving up her eyes in exchange for power, she possesses potent offensive magic and powerful divinatory abilities.
DC 20: Ashbound oracles do not give up their eyes by choice: they are driven to the act of self-mutilation by visions of a future so horrifying that they cannot bear to see the world. Though their powers of divination are authentic, the source of their visions remains shrouded in mystery.
Ashbound Oracles in the GameThe presence of even a single ashbound oracle can radically change the tone of an existing campaign. Though, in most cases, the visions afflicting an ashbound oracle will not come to pass in the course of the game, the mere existence of an ashbound oracle means that there is a possibility that the world will someday end, with no one to save it.
In an adventuring party, ashbound oracles excell at gathering information with their divination abilities. However, they also quickly learn to overcome their blindness, and can perform well in a variety of combat situations. The class should appeal to players who enjoy the combat versatility of spellshaping, but also enjoy the tactical advantages of divination magic. Players who are intrigued by tormented characters can also find much to enjoy in the ashbound oracle class.
AdaptationWhile the ashbound oracle is written as a haunted seer of an unwanted future, it could very easily be adapted to any number of different themes. Perhaps ashbound oracles gain their powers from demonic pacts, sacrificing their eyes in Faustian deals. Or, in another variant, the ashbound oracles might be the favored seers of a god of fire, burning themselves with his flames in order to see his grand designs.