once per round.
Special: A paragon of humanity monk receives Divine
Strike as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk may attempt a Divine Strike attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
Oracles
Often thought to be the mad emissaries of the Old Ones, the mysterious and eccentric individuals that become oracles are a rare thing to find within the lands Vathak. Viewed as heretics and demon-spawn, these mortal vessels are granted access to incredible power at the behest of potent forces beyond the scope of mortal comprehension. It is in these dark times that it has become common to see the powers gifted to the oracle as a curse, as the chaotic visions and prophecy lead to shape the life of those chosen in tragic and unforeseen ways. Branded as heretics by the vindari church, oracles do not associate with any one church or temple. These individuals often flee this persecution and prefer to
strike out on their own, or with a small group of like-minded individuals who respect their ideals and will help them along their path.
Mystery of the Vampire Lords (Oracle Archetype) It has long been speculated that the Romni once served the ancient lords of underneath. It is through the willful darkening of the oracle’s soul do they allow themselves to become open to the power of an evil which cannot die.
Class Skills: An oracle with the vampire lords mystery
adds Disguise, Intimidate, Knowledge (arcana), and Stealth to their list of class skills.
Bonus Spells: ray of enfeeblement (2nd), dust of twilight (4th), vampiric touch (6th), enervation (8th), dominate person (10th), shadow walk (12th), finger of death (14th), horrid wilting (16th), energy drain (18th).
Curses: At 1st level, rather than selecting a curse, an
oracle who selects the vampire lords mystery gains the curse of Dark Sight.
Dark Sight (Ex) Bright light (including the effects of daylight or similar spells) causes over stimulation of the oracle’s eyes and disorientation. An oracle with this curse takes a –1 penalty on attack rolls and a -4 penalty to sight-based Perception checks while they remain in these conditions. At night your eyes grow with an eerie dark light allowing you to see as if you had darkvision 30 ft. At 5th level, this distance increases to 60 feet. At 10th level, you gain darkvision out to a range of 90 feet. At 15th level, you also gain lifesense out to a range of 60 feet.
Revelations: An oracle with the vampire lords mystery
can choose from any of the following revelations.
Aura of Shadows (Su) As a swift action, you can cause
waves of negativity charged shadows to swarm from your body. This animated darkness deals 1d4 points of cold damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Fortitude save halves the damage. In addition, your form darkens and dims, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
Cloak of Darkness (Su) You conjure a cloak of
shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
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Dark Thoughts (Su) You can take a standard action to
violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every two oracle levels you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.
Fangs of the Forefathers (Ex) You gain a natural bite
attack which deals damage based upon the oracle’s size. At 7th level, the damage dealt with the oracle’s bite attack is treated as if the oracle was two sizes categories larger. At 15th level, the oracle can suck blood from a grappled opponent. If the oracle establishes or maintains a pin, they drains blood, dealing 1d3 points of Constitution damage. The oracle heals 5 hit points or gains 5 temporary hit points (the oracles choice) for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Near Death (Su) You gain a +2 insight bonus on saves
against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the bonus increases to +4.
Shade (Su) As a swift action, you take the form of a
pale shadow can manifest and gain a fly speed of 60 feet with perfect maneuverability. You can use this ability for a number of rounds equal to 3+ your oracle level per day. At 15th level, the oracle gains the effects of a Shadow Walk spell each round in which they make use of this ability. In addition, the oracle make instead use this ability to cast the spell Shadow Walk spell once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.
Soul Siphon (Su) As a ranged touch attack, you can
unleash a ray that causes a target to gain one negative level. The ray has a range of 30 feet. This negative level lasts for a number of minutes equal to your Charisma modifier. Whenever this ability gives a target a negative level, you heal
a number of hit points equal to your oracle level. You can use this ability once per day, plus one additional time at 11th level and every four levels thereafter. You must be at least 7th level to select this revelation.
The Dark Masquerade (Su) As an immediate action,
you may chose to be treated as an undead creature when you are targeted by a positive or negative energy effect. You are not subject to Turn Undead or Command Undead (or any other effect that specifically targets undead), unless you choose to be or are actually an undead creature. You can use this ability once per day, plus one additional time at 5th level and every four levels thereafter.
Touch of Darkness (Su) As a standard action, you can
perform a melee touch attack that deals 1d6 points of cold damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a Ghost Touch weapon.
unnatural Speed (Ex) Once per day, you can move up
to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.
Withering Touch (Su) Your touch ages living
creatures. As a melee touch attack, you can deal 1 point of Constitution damage for every three oracle levels (minimum 1 point) you possess to living creatures. For each point drained the oracle gains 5 temporary hit points for 1 hour ( up to a maximum number of hit points equal to the oracle’s maximum hit points). You can use this ability once per day, and one additional time per day at 8th level and 17th level.
Final Revelation: Upon reaching 20th level you
gain traits as if you were undead. Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Paladins
Gaining power with each passing day, the forces of darkness within Vathak have few who can make a stand against their horrors. Holy warriors and defenders of their various faiths, the paladins of Vathak have long striven against these common enemies of reality. Beings