TEXT: 1
  H
  eroes and heroines in fantasy fiction have a 
  long struggled under the chilling influence of 
  curses, powerful forces beyond their control 
  whose effects they could never escape. From classic 
  fairytales like Beauty and the Beast to modern fantasy 
  stories like Ladyhawke, the tasks arrayed before the 
  heroes, and their bravery at confronting them, are 
  brought into sharp focus by the heroes’ own known 
  weaknesses, temptations, and drawbacks—known not 
  just to them and to the readers, but often to the villains, 
  as well. Until recently, the concept of such powerful 
  and fearful shortcomings had been underserved by the 
  Pathfinder Roleplaying Game, left to the realm of character 
  back story and pure roleplaying.
  With the introduction of the Oracle class in the 
  Advanced Player’s Guide, the curse has become a fully 
  integrated and balanced part of the game mechanics, too. 
  It is unfortunate, though, that due to space restrictions, 
  just six curses are presented in the APG. With only a 
  handful of options, one fairly quickly begins to find 
  oracles falling into predictable patterns—only a limited 
  number of character concepts that can be served by 
  the available curses. This becomes particularly evident 
  given that one of Pathfinder’s greatest strengths is its 
  broad range of character customization. If the Oracle is 
  ever to stand on completely even footing with the other 
  core classes, it needs the advantage of a broader range 
  of curses for characters to choose from. 
  To help in that regard, Advanced Options: Additional 
  Oracle Curses presents thirteen new oracle’s curses 
  for players and GMs to use to burden new oracle 
  characters. They provide new fatal flaws, afflictions, and 
  weaknesses both physical and spiritual that, together 
  with the attendant minor boons or resources they bring, 
  open new challenges, pitfalls, and opportunities for 
  peril and heroism to any party that includes an oracle.
  
  2
  New Oracle curses
  Addict
  You suffer supernatural cravings, and only 
  powerful narcotics fulfill them. If you have 
  not taken drugs within 24 hours, and drugs 
  are potentially available, you must make a 
  Fortitude save (DC 10 + 1/2 your oracle level) 
  or take whatever action is necessary to acquire 
  and take at least one dose of drugs. If drugs are 
  not potentially available, your depression and 
  jitters cause you to gain the sickened condition. 
  Taking drugs can lead to additional addiction 
  (see the section on Drugs and Addiction in the 
  GameMastery Guide). While you can be cured 
  of the addiction to a specific drug normally, 
  the curse of your overall addiction cannot be 
  removed by anything short of deific intervention 
  (as with any oracle’s curse).
  If you have taken drugs within the past 24 
  hours, you undergo an occult euphoria that 
  boosts your mystic power, increasing the save 
  DC of all but your most powerful oracle spells. 
  Calculate the save DC of any oracle spell you 
  cast as if it was of a spell level equal to the 
  highest level oracle spell you can cast.
  Ailing
  You are always at least mildly sick, suffering 
  from a cough, aches, ague, fever, or fainting 
  spells. After any strenuous activity (including 
  combat), you must make a Constitution check 
  (DC 10 + 1/2 your oracle level) or be fatigued 
  until you receive 2 hours uninterrupted rest. 
  Also, unless you have received a Heal check 
  (DC 15 +1/2 your oracle level) within 24 hours 
  to care for your infirmity, you also suffer a –2 
  penalty to Fortitude saves plus an additional 
  –2 to any saving throw against any effect 
  that makes you sickened or nauseated.
  Add lullaby and touch of fatigue to your 
  list of spells known. At 5th level, add chill 
  touch and ray of enfeeblement to your list of 
  spells known. At 10th level, add waves of 
  fatigue to your list of spells known. At 15th 
  level, add waves of exhaustion to your list of 
  spells known.
  Amputee
  When you were young, you lost one 
  hand in a freak accident that also marked the 
  beginning of your development as an oracle. 
  The hand has never re-grown, and no power 
  short of a god’s direct intervention can 
  restore it or make any magic or mechanical 
  replacement function in its place. You still 
  experience sensations from your severed 
  hand, randomly feeling heat, cold, and 
  tingling in your missing digits as if you 
  possessed a phantom hand that still existed 
  in some other place.
  Add arcane mark and ghost sounds to your 
  list of spells known. At 5th level, add disguise 
  self and silent image to your list of spells 
  known. At 10th level, add dimension door to 
  your list of spells known. At 15th level, add 
  ethereal jaunt to your list of spells known.
  convulsions
  You suffer from sudden, uncontrollable 
  convulsions. Whenever you roll a 1 (the 
  die roll shows a “1”) on an attack roll, skill 
  check, ability check, or Reflex save, you drop 
  all items you are holding and cannot take 
  attacks of opportunity until the beginning 
  of your next turn. However, as a result of 
  these tremors, you have learned the limits 
  of how your body twists and bends, gaining 
  a bonus to all Reflex saves and Escape Artist 
  checks equal to half your oracle level.
  drunkArd
  Visions, whispers, and voices in your 
  head drive you to drink more than is wise. 
  Any day you have even one alcoholic drink, 
  you must make a saving throw against 
  a moderate addiction to alcohol (see the 
  section on Drugs and Addiction in the 
  GameMastery Guide). Any day during which 
  you have gone twenty-four or more hours 
  without an alcoholic drink, you must also 
  make a DC 20 Fortitude save or be fatigued 
  until you do take a drink. Your drunkard 
  curse remains in effect even if you manage 
  to overcome any specific alcohol addiction. 
  Most oracles with this curse acquire and 
  overcome alcohol addition many times over 
  the course of their career.
  While not addicted to alcohol, each time 
  you have an alcoholic drink you may choose 
  to take a –1 penalty to all Wisdom-based 
  ability and skill checks to gain a +1 bonus to 
  all Charisma-based ability and skill checks. 
  If you are addicted, you always a Wisdom-
  check penalty and Charisma-check bonus 
  when you have an alcoholic drink.
  These bonuses and penalties stack with 
  themselves if you have multiple drinks. 
  Your total bonus and penalty drop by 1 each 
  hour you go without a drink. Your total 
  bonus to Charisma-based ability and skill 
  checks cannot exceed half your class level. 
  
  3
  If your penalty to Wisdom-based checks 
  ever exceeds half your Constitution score, 
  you lose your bonus to Charisma skills and 
  must make a DC 15 Fortitude save or fall 
  unconscious for 1d4 hours. A DC 15 Heal 
  check can rouse you, but it does not restore 
  your bonus to Charisma checks.
  FrAil
  Your body simply can’t take serious 
  damage without draining you of your 
  vigor. Whenever you have less than 50% of 
  your full hit points, or have any Strength, 
  Dexterity, or Constitution damage or drain 
  in effect, you are fatigued. At 10th level, 
  you are only fatigued if you have less than 
  25% of your hit points, or suffer a drain or 
  damage to two of the listed ability scores.
  You have worked to compensate for your 
  weak frame with cunning and knowledge. 
  You gain +1 additional skill point at each 
  oracle level. You may choose an additional 
  skill to be a class skill at 5th, 10th, and 15th 
  levels.
  insomniAc
  Sleep often eludes you, and the slightest 
  nighttime disturbance can leave you tired 
  for an entire day. If you do not get 8 hours of 
  sleep without any interruptions at all, you 
  are fatigued for all of the following day. You 
  are so used to being tired that even if you 
  gain the fatigued condition while already 
  fatigued, you do not become exhausted 
  (you just remain fatigued for the duration 
  of the longest of your multiple fatigued 
  conditions). 
  At 10th level, any effect that would 
  normally give you the exhausted condition 
  instead gives you the fatigued condition. 
  At 15th level, you take only half the normal 
  penalties for being fatigued. You also gain 
  SR equal to 10 + your oracle level + your 
  Wisdom modifier against any spell that 
  causes sleep, fatigue, or exhaustion.
  misshApen
  You were born with a twisted, uneven 
  body and your form continues to change 
  and hunch as you gain oracle power. 
  You have difficulty keeping your balance 
  and defending yourself from complex 
  maneuvers. You take a penalty to your CMD 
  equal to half your oracle level (minimum 
  –1). Your form can be frightening to those 
  who are aware of your power. You gain a 
  bonus to Intimidate checks equal to half 
  your oracle level (minimum +1). 
  At 5th level, as a move action you may 
  make an Intimidate check to demoralize 
  a foe. At 10th level, as a standard action 
  you may make an Intimidate check to 
  demoralize all foes within 30 feet that are 
  able to see and hear you. At 15th level, as 
  a move action you may make an Intimidate 
  check to demoralize all foes within 30 feet 
  that are able to see and hear you. 
  peAceFul soul
  It is against your nature to do violence 
  to other creatures, requiring an act of will 
  for you to do so. You cannot take attacks of 
  opportunity and suffer a –1 penalty to all 
  attack rolls. This does allow you to devote 
  
  4
  more attention to protecting yourself from the 
  violence of others, giving you a +4 bonus to 
  AC against attacks of opportunity you provoke 
  from others. 
  At 5th level, you also gain a +4 bonus 
  to concentration checks you make to cast 
  defensively. At 10th level, you gain a +4 bonus 
  to AC if you take the total defense action. At 15th 
  level, at will you can cast sanctuary on yourself 
  as a supernatural ability.
  provocAtive
  Your appearance elicits lust in most 
  humanoids, no matter how you try to conceal 
  it. Foes gain a +2 bonus to attack rolls when 
  they deal nonlethal damage to you with lethal 
  attacks, and suffer none of the usual penalties 
  when doing so. You may use your provocative 
  nature to your benefit, gaining a bonus to 
  Diplomacy checks equal to half your oracle 
  level (minimum +1). If you choose to use this 
  bonus and fail a Diplomacy check, the target of 
  the check feels spurned and its attitude changes 
  to unfriendly (an already unfriendly target 
  becomes hostile). 
  At 5th level, a Diplomacy check made to 
  change a target’s attitude toward you lasts 
  one day for every hour you spend making the 
  Diplomacy check. At 10th level, as a full-round 
  action you can make a Diplomacy check to 
  influence a single creature’s attitude. At 15th 
  level, if you fail a Diplomacy check to influence 
  a target’s attitude, you can spend one hour in 
  the target’s company in order to retry the check, 
  rather than waiting 24 hours to do so.
  squeAmish
  You cannot stand to see your actions 
  cause the ruin of another’s flesh, spill blood, 
  or cause burns and scars. If you deal hp 
  damage to a target within 30 feet of you, 
  you are sickened for 1d6 rounds. Your 
  sensitive nature does make you more alert 
  to the needs of injured allies, granting you 
  a bonus to Heal checks equal to half your 
  oracle level (minimum +1). 
  At 5th level, you can attempt a DC 15 
  Heal check that takes one minute and, if 
  successful, restores to a single creature 1 
  hp for every 2 levels it has. A creature may 
  only benefit from this ability once a day. 
  At 10th level, if you make a single Heal 
  check to treat disease or treat poison for a 
  target, it receives a +4 bonus to all its saves 
  against that disease or poison for twenty-
  four hours. At 15th level, if you make a Heal 
  check to treat disease or treat poison and the 
  result exceeds the affliction’s save DC, you 
  immediately end the disease or poison.
  stAr-crossed
  Since you first began to show signs of 
  being an oracle, fate seems to have been 
  against you. Your status as an oracle has 
  drawn the attention of otherwordly entities, 
  and their attention inadvertently bends 
  providence to make things go against you 
  more often than people without such cosmic 
  notoriety. Whenever you roll a d20, a natural 
  roll of 11 (the die shows an “11”) is treated 
  as a natural roll of 1 and is an automatic 
  failure. Also, things determined entirely by 
  chance (randomly selected targets, games of 
  pure luck) are twice as likely to go against 
  you than they would be for a typical person.
  Add guidance and unwitting ally* to your 
  list of spells known. At 5th level, add saving 
  finale* and timely inspiration* to your list of 
  spells known. At 10th level, add contact other 
  plane to your list of spells known. At 15th 
  level, add brilliant inspiration to your list of 
  spells known as a 7th-level spell.
  *Indicates a spell found in the APG.
  unbelievAble
  No one believes you when you make a 
  statement of fact or opinion. For purposes 
  of believing information for which you are 
  the sole source, all creatures have a starting 
  attitude of no better than unfriendly. 
  (Starting attitude for other purposes is 
  normal.) You suffer a penalty equal to half 
  your oracle level to all Bluff checks and 
  all Diplomacy checks made to improve 
  a creature’s attitude toward you for the 
  purpose of accepting information you offer. 
  Because you are used to having to pick allies 
  and friends very carefully, you gain a bonus 
  to Sense Motive checks equal to half your 
  oracle level (minimum +1)
  
  5
  curse Feats
  Interestingly, the oracle’s curse is one 
  of the few things that cannot be modified, 
  improved, or manipulated with feats. To 
  help address this omission, here are four 
  new curse feats, specifically to allow oracles 
  to modify how their curses impact them.
  Accursed
  Your oracle’s curse is rooted deep in 
  your soul, leaving little room for other such 
  afflictions.
  Prerequisites: Cha 13, oracle’s curse 
  class feature.
  Benefit: As you are already cursed, you 
  have built up a resistance to new curses. You 
  gain a +4 bonus to your AC against attacks 
  from a curse and to all saving throws against 
  being cursed or the effects of a curse.
  second curse
  The forces that grant you your powers 
  (and are the source of your curse) have 
  taken a stronger interest in you than they do 
  in most oracles.
  Prerequisites: Cha 13, oracle’s curse 
  class ability, 5th level.
  Benefit: Select a second oracle’s curse. 
  You suffer all the penalties of that curse, but 
  you also gain its benefits as if you were an 
  oracle 4 levels lower than your true oracle 
  level.
  suspend curse
  You have learned to temporarily bypass 
  your curse with magic.
  Prerequisites: Wis 13, Cha 15, oracle’s 
  curse class feature.
  Benefits: As a standard action, you can 
  sacrifice a spell to temporarily negate the 
  drawbacks of your oracle’s curse. Your 
  curse’s drawbacks do not affect you for 2 
  rounds per level of spell slot sacrificed.
  vAriAble curse
  The torment that vexes you changes over 
  time.
  Prerequisites: Cha 13, oracle’s curse 
  class feature.
  Benefit: Select five oracle’s curses and 
  number them 1–5. At the beginning or each 
  day, roll 1d6. On a 1–5, you are affected by 
  the appropriately numbered curse. On a 
  roll of 6 you are afflicted by two randomly 
  determined curses (gaining the benefits and 
  hindrances of both). As a result of the strong 
  forces coursing through your body and 
  affecting what curse you suffer from, your 
  effective caster level for any oracle spells you 
  cast is one higher than your actual oracle 
  level. This does not give you spell slots or 
  spells known of a higher-level oracle, it only 
  increases your caster level for the effects of 
  oracle spells you cast.
  Other uses 
  FOr Oracle’s curses
  While it’s unlikely any campaign would 
  ever need all 19 different oracle curses, the idea 
  of a powerful drawback that also grants special 
  power is broad enough in fantasy storytelling 
  that a crafty GM can make use of various curses 
  without an oracle character in sight. 
  When 
  building 
  noteworthy 
  relics 
  or 
  artifacts, a GM could easily have one of these 
  curses afflict anyone holding the item (or even 
  have the curse affect the first person to touch 
  it, and thereafter only that person can use the 
  item—until he is killed and the curse resets). If 
  players have access to devil’s bargains (or force 
  wishes from efreeti, or drink from random 
  magic fountains, or do any of the dozens of 
  unwise things adventurers make their living 
  doing) the “power” gained by the act could 
  easily come in the form of a curse, with strings 
  attached.
  A GM can also use just the negative aspect’s 
  of an oracle’s curse as the basis for a curse 
  contracted through other means—violating 
  a mummy’s tomb, defiling a temple, reading 
  forbidden books, picking up cursed magic 
  items, or even the bestow curse spell. None of 
  these curses makes a character unplayable 
  (though some are pretty challenging) and 
  they make interesting afflictions for PCs to 
  overcome. For details on how to contract and 
  remove the affliction, the GM can pick a curse 
  of roughly the power level desired from the 
  curses appendix of the Pathfinder Roleplaying 
  Game Core Rulebook, but use the downside of an 
  oracle’s curse as the effect instead.
  
  6
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. 
  Stephens
  we err ON the side OF awesOme!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Robert N. Emerson
  Proofreader:
  Jeremy Miller 
  Cover Art:
  Sade
  Interior Art:
  Sade
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
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  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
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