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Gibbering Oracles (Part 2 of 4)

Gibbering Oracles (Part 2 of 4)

Gustave Dore, Florine of BurgundyHow can a god be mad? Some sages claim all the gods are mad, and we are but the figments of their raving intellects. Yet madness does not just mean a disordered mind caught up in its own delusions and faux-reality. If madness is one man’s illusion, perhaps sanity is also an illusion, but one shared by many instead of relegated to an individual. The psychotic simply perceives a different illusion or pierces the common delusion to reveal a deeper reality. Hence, the madness common to all gods…


Fugue Warrior

“The mind is a curse. I lift its burden from you.”

Prerequisite: Paladin.

The fugue is a state of maniacal revelry where one is ignorant of external events. It exists entirely in one’s own mind. Hours, days, or weeks might pass before the fugue passes. In that time, you may take actions or travel long distances without realizing it…

You are a fugue warrior. You give yourself over to madness and insanity, so your god may act through you. The deity takes control of your intellect and reason, and you simply act out his wishes. When you awake, your foes are dead, and you have travelled halfway across the world.

Fugue Action (11th): When you spend an action point to take an extra action, you can also take an extra move action.

Psychic Brand (11th): Targets of your divine challenge and ardent challenge take psychic damage equal to 1 + your Charisma modifier whether they attack you or not.

Crazed Injury (16th): Once per encounter, when you are bloodied, you gain temporary hit points equal to your level plus your Charisma modifier.

Cacophonous Smite                  Fugue Warrior Attack 11

Your holy symbol sings with the inchoate noises of the outré realms and drives opponents to hysteria.
Encounter • Divine, Fear, Implement, Thunder
Standard Action                               Close burst 1
Target: Each enemy in burst.
Attack: Charisma vs. Will.
Hit: 2d8 + Charisma modifier thunder damage, and the target is knocked prone.

Delusion’s Servant                    Fugue Warrior Utility 12

An attack on your psyche matters little when you are already insane.
Daily • Divine, Stance
Minor Action                                    Personal
Effect: Until the stance ends, you gain resist 10 to psychic damage and a +2 bonus to your Will defense.

Delusion’s Master                      Fugue Warrior Attack 20

With a strike from your weapon, your opponent now imagines itself a helpless, aged creature.
Daily • Divine, Illusion, Reliable, Weapon
Standard Action                               Melee weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 4[W] + Strength modifier damage, and the target is slowed and weakened (save ends).
Special: If the target is subject to your divine sanction, it takes a −2 penalty to saves to end these conditions.

5 thoughts on “Gibbering Oracles (Part 2 of 4)”

  1. Well I like the flavor of this very much. It allows a character to RP a second personality that can be anything from a mindless killing machine to an avatar of their god.

    However, I don’t understand the mechanics of psychic brand. When would an enemy take this damage. Generally, someone under divine challenge only takes damage if they target your allies and not yourself.

    When do they take the damage from psychic brand?

  2. Also, your Crazed Injury (16th), imho, should be a Power
    (as in “you gain the Crazed Injury power”)

    Maybe this ?
    Crazed Injury, No Action, Gain temporary hitpoints equal to your Level + Cha bonus

  3. @Brian
    Normally, the marked target must attack you to avoid taking damage from your divine challenge. In this case, the target takes damage even if it attacks you.

  4. For balance reasons I think Psychic Brand is to powerful. As a Defender you already want creatures to attack you but being able to deal arguably double damage to those who don’t attack you and single damage to you when they do seems over the top. It would auto kill minions and really tear apart multi attacking enemies.

    Cool flavor though

  5. I think the wording is confusing here, because it leaves out the possibility of a round where the target doesn’t attack anyone. Should the Psychic Brand deal damage even when the target is stunned or fleeing?

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