This class is identical to the Oracle class as defined in Pathfinder. It has the following additional mysteries.
Blood is important in Aurumean religious practices. Many (READ yet-to-be determined) Oracles of the Aurumean Gods do not receive the ‘Cure’ or ‘Inflict’ spells granted to other Oracles.
Instead, these oracles receive the Blood Sacrifice ability.
Blood Sacrefice (SP):
An Oracle sacrifices her own life-force in order to produce a healing or damaging affect. The Oracle sacrifices HP from her current HP poop to perform a ranged touch attack with 30’ increment (each increment over the 1st is minus 2 to hit, as per the standard rules for ranged weapons).
For each HP expended, she gets 1d4 to use for healing or damaging a target. 2 HP equal 2d4. She can choose the target for each die — separate targets or to the same target. Each HP equals a die. The only limit is the amount of HP you have. Each target has its own attack roll. If you miss, the blood is still spent.
When an Oracle takes the ability at each level, she chooses to take this under the INFLICT or CURE path. INFLICT and CURE paths progress independently.
At each level, the oracle chooses to take the ability in either INFLICT or CURE. If she already has the first level of the path chosen, it increases the die size, up to a max die size of 1d12.
Because this is a Spell-Like ability, it is subject to concentration checks to avoid interruptions, invokes attacks of opportunity, and can be held.
INFLICT path: Targets are always a touch attack, per standard rules. Extra 1d6 if done as a melee touch attack.
HEAL path: Targets can choose to accept the healing automatically within melee range. Accepting targets at a distance still require a to-hit roll, but the target’s DEX is also ignored — ‘attack’ roll is against 10 + range penalty + cover penalty. A prone (i.e. unconscious) character receives a +4 ‘bonus’ against this ‘attack’.
Class Skills: Perform, Perception, Knowledge(Arcana), Stealth
Bonus Spells: Magic Weapon (2nd), Augury (4th), Speak With Dead (6th), Wall of Fire (8th), TBD
Sneak Attack (EX): The oracle gains the Sneak Attack class ability. If an oracle can catch an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage. The oracle’s attack deals extra damage anytime her
target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the oracle flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every four oracle levels thereafter. Should the oracle score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The oracle must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An oracle cannot sneak attack while striking a creature with concealment.
Decaying Touch (SU): The Oracle is able to reach out with the hand of death doing damage to objects and opponents, sapping their energy and aging objects. Objects affected have a chance to disintegrate should they fail a Fortitude save made against 12 + the character’s oracle levels. Targets suffer 2d4 points of damage at 1st level from a ranged touch attack with a range increment of 30 feet. Damage increases to 2d6 at 5th, 2d8 at 11th, and 2d10 at 17th.
Class Skills: Perform, Survival, Knowledge(Warfare), Acrobatics
Bonus Spells: Shield of Faith (2nd), Shield Other (4th), Water Breathing (6th), Imbue with Spell Ability (8th), TBD