Oracles believe that knowledge and foresight bring the most power. They gain their powers from the divine source of a patron deity but some Oracles have tapped into raw magic to aid their powers. Oracles can gain glimpses of foresight of the most possible future. They also use their abilities to gain heightened response reflexes in anticipation of iminent actions making them capable fighters as well.
Alternative Names: Diviner, Auspex, Seer, Sibyl, Soothsayer, Prophet
Alignment: Any
Power Source: Divine/Magical
HP: T6, S7, M8, L9, H10
Key Abilities: Wisdom, Intelligence, Strength
Defensive Bonus: +1Reflex, +1 Will
General Class Skills (2 + Int): Appraise (Int), Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Intimidate (Cha or Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)
Knowledge Class Skills (3 + Int): Craft (Bone, Glass, Magic, Tattoo) (Int), Knowledge (Arcana, History, Religion, The Planes) (Int), Perform (Oratory) (Cha), Profession (Adventurer, Astrologer, Gambler, Glassblower, Guide, Innkeeper, Mage, Mercenary, Merchant, Riddler, Scholar, Strategist, Teacher) (Wis)
Weapon and Armor Proficiency: All hand and one hand weapons. Light and med-light armor. No shields. Oracles fight with a weapon in one hand and a trinket in the other.
Crafting: Oracles can craft special divining objects such as crystal balls or reading bones.