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Roll the Bones of Fate One ActionFeat 10


CurseboundDivineOraclePrediction
Source Pathfinder Player Core 2
Prerequisites bones or lore mystery

Frequency once per 10 minutes


You roll a handful of bones to learn (or perhaps influence) the future course of events. Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.


1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect. Effect: Roll the Bones of Fate (Good)

2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spell DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect.

3 Mixed You gain the benefits of rolling both a 1 and a 2.

4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Cursebound

Abilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Oracle

This indicates abilities from the oracle class.

Prediction

Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.