Oracles, Prophecy
This is a god who delivers broad statements about the future to his followers.
He's distinct from the god of Fate/Destiny in that he doesn't preach a
doctrine of acceptance; he just passes on the visions he has of the future, and lets
his followers and those who beg his visions act on them accordingly.
Priests of this god act as intermediaries between the oracular god and
visitors who come to receive his prophecies. See the paragraph below on Followers and
Strongholds for more on this.
The oracular god is as likely to be male as female.
The priests of this god are on good terms with the priests of Darkness/Night,
Dawn, Fate/Destiny, Light, Magic, Moon, Sun, and Wisdom.
Alignment: The deity is true neutral. The priests may be true neutral or neutral good;
most are true neutral. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Astrology. Nonweapon Proficiencies
Recommended: Ancient History, Ancient Languages, Local History, Reading/Writing,
Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group
Crossovers: Priest, General.
Duties of the Priest: Guidance, Marriage, Omen-Reading. Missions: Having passed on a prophecy, the
priest may choose to accompany those who received the prophecy. The priest may
just want to see how reality matches the vision he received; however, if the
prophecy included options, visions of different ways the situation could resolve
itself, the priest may be tagging along to help the preferred outcome take
place.
Weapon and Armor Restrictions: Weapons Permitted: Choose two from the following list (DM chooses based on
other attributes or characteristics of the oracular god): Bows (all), crossbow,
dagger/dirk, dart, hand/throwing axe, harpoon, javelin, knife, lasso, net,
sling, spear, staff sling, stiletto, whip. Armor Permitted: None; no shields.
Oriental Campaigns: Also included among choices are daikyu, shuriken. All together,
these constitute Poor combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Divination, Elemental, Healing, Summoning. Minor Access
to Charm, Creation, Necromantic, Sun.
Powers: Language/Communication (as per the Designing Faiths chapter); from 1st level to 8th, the priest
receives one extra language per level (or one extra nonweapon proficiency slot
which may only be used for taking languages); these languages may only be those of
sentient humanoids. Prophecy (as per the Designing Faiths chapter).
Followers and Strongholds: The followers are received at 9th level, and consist of one fifth-level
priest, three third-level priests, and six first-level priests of the same order,
plus five second-level fighters who act as guards. The priest may take the
following on adventures: Three priests (not including the fifth-level priest, and may
only include one third-level priest) and two fighters of his choice. The
priesthood will pay for half of the cost of stronghold construction at 9th level.
Part of the stronghold must be an oracular chamber or area where visitors may
meet with the priests and receive oracles; the temple may charge a fee of money or
goods for this service, so the stronghold must also have large, commodious
storerooms for these goods.
Possible Symbols: Bow, Brazier.
Table of Contents