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31/12/2023, 14:24 Pathbuilder 2e

Kooper Oracle 5
N Medium Human Versatile Heritage Humanoid

Perception +9 (+2 initiative);


Languages None selected
Skills Acrobatics +4, Arcana +9, Athletics +0, Deception +11, Diplomacy +13, Intimidation +13, Lore: Cult +9,
Nature +7, Occultism +9, Religion +7
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +4
Items Unarmored

AC 21; Fort +9, Ref +11, Will +9


HP 58; Resistances physical 4
Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within
line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object
casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell's
tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to
get a critical success, but can't get a worse result than success). The highest rank of spell you automatically
identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a
secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being
cast. If you're not trained in the skill, you can't get a result better than failure. Critical Success You correctly
recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success
You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the
spell as another spell entirely, of the GM's choice.

Speed 25 feet
Widen Spell (Manipulate, Metamagic) You manipulate the energy of your spell, causing it to spread out and
affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and
does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has
a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or
line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Astrology (Concentrate, Human) Frequency 3 times per day Access regional requirement Requirements
You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or
you can’t use this action that day. You recall the stars’ predictions about your current situation. If your next
action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2
circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance
bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in
Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a
Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status
penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon
Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame
their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically,
the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty
is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you
succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Divine Known Spells DC 21, attack +11; 3rd Gravity Well, Levitate (2 slots); 2nd Noise Blast ☆, Telekinetic
Maneuver, Darkness (3 slots); 1st Mystic Armor, Shielded Arm ☆, Dizzying Colors (3 slots); Cantrips Daze,
Telekinetic Projectile, Guidance, Haunting Hymn, Shield, Void Warp, Needle Darts, Light
Focus Spells (2 points) Moonbeam Range 120 feet; Targets 1 creature Defense AC You shine a ray of
moonlight. Make a spell attack roll. The beam of light deals 2d6 fire damage. This is silver damage for the

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purposes of weaknesses, resistances, and the like. Critical Success The beam deals double damage, and
the target is dazzled for 1 minute. Success The beam deals full damage, and the target is dazzled for 1
round. Heightened (+1) The ray's damage increases by 1d6.
Spray of Stars Area 15-foot cone Saving Throw Reflex You fling a spray of tiny shooting stars, dealing 1d4
fire damage. Each creature in the area must attempt a Reflex save. Critical Success The creature is
unaffected. Success The creature takes half damage and is dazzled for 1 round. Failure The creature takes
full damage and is dazzled for 3 rounds. Critical Failure The creature takes double damage and is dazzled
for 1 minute. Heightened (+1) Increase the damage by 1d4.
Additional Feats Canny Acumen, Cantrip Expansion, Divine Access, Incredible Initiative, Schooled in
Secrets
Additional Specials Canny Acumen (Perception), Mystery (Cosmos), Mystery Domain Spell (Moon),
Oracular Curse, Revelation Spells, Signature Spells

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