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Gibbering Oracles (Part 3 of 4)

Gibbering Oracles (Part 3 of 4)

William Turner, The Angel Standing in the SunHow 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…


Gibbering Oracle

“There is wisdom in the ravings of a god.”

Prerequisite: Invoker.

The words of creation contain such power they drive men mad. Only a mad god would wield them. Through constant exposure to divine syllables, you have learned to maintain your grip on sanity just enough to wield the terrible power of the divine tongue. In your pronouncements, you spew horrible details of the future or secrets believed known only to a select few, if anyone at all. Your words tear at the mental stability of opponents and leave them broken, raving husks…

Gibbering Action (11th): When you spend an action point to take an extra action, you gain a +2 bonus to saves to end the dazed, dominated, and stunned conditions and ongoing psychic damage until the end of your next turn.

Pronouncement of Fate (11th): When you score a critical hit with a divine power, you gain a +2 bonus to the next attack you make before the end of the encounter.

Psychotic Stare (11th): You gain a +4 bonus on Intimidate checks but take a −2 penalty on Bluff, Diplomacy, and Streetwise checks.

Sanity’s Wound (16th): An opponent you bloody gains vulnerability to psychic equal to 1 + your Wisdom modifier until the end of the encounter.

Mind Bolt (Gibbering Oracle Attack 11)

Words of madness assail your foe’s body and stun his mind.

Encounter • Divine, Implement, Psychic
Standard Action                               Ranged
One creature.
Wisdom vs. Will.
2d6 + Wisdom modifier psychic damage, and the target is dazed until the end of your next turn. Until the end of your next turn, any attack with the fear or psychic keyword used against the target gains a +2 power bonus to hit.

Maniac’s Insight (Gibbering Oracle Utility 12)

The ramblings of a lunatic pierce reality’s veil, revealing truth.

Daily • Divine
Immediate Interrupt                      Close
burst 5
You or an ally within 5 squares is hit by an attack power with the fear or illusion keyword.
Until the end of the encounter, you and all allies in the burst gain a +4 bonus to defense against attacks with the fear or illusion keywords.

Madness Weaves in Many Shades (Gibbering Oracle Attack 20)

You spew pronouncements of the future. The lucid ravings send the minds of your foes reeling, but your allies find valuable insight.

Daily • Divine, Implement, Psychic, Zone
Standard Action                                               Close
burst 5
Each enemy in burst.
Wisdom vs. Will.
2d8 + Wisdom modifier psychic damage.
The burst creates a zone centered on you that also moves with you. All enemies that enter or start their turn in the zone take psychic damage equal to 3 + your Wisdom modifier. A creature that takes damage from the zone takes a −2 penalty on attack rolls against you until the start of your next turn.
Secondary Effect:
Before the end of the encounter, one ally can roll twice for one attack roll, skill check, or ability check and take the better result.
Sustain Minor:
The zone persists.

2 thoughts on “Gibbering Oracles (Part 3 of 4)”

  1. I’ve really enjoyed these so far; the mechanics look cool and interesting, even though I can’t really judge how balanced they are.

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