The gods have pardoned your past transgressions and filled you with power to help others carry out their own penance.
Class Skills: An oracle with the Penance mystery adds Handle Animal, Knowledge (Nobility), Linguistics, and Perform to her list of class skills.
Bonus Spells: sanctuary (2nd), confess (4th), agonizing rebuke (6th), forced repentance (8th), atonement (10th), forbiddance (12th), jolting portent (14th), divine vessel (16th), miracle (18th).
Revelations: An oracle with the Penance mystery can choose from any of the following revelations.
Armor of Atonement (Su): You can draw an air of divine atonement around you, providing a +4 armor bonus to your AC. At 7th level, and every four levels thereafter, these bonuses increase by +2. At 13th level, your armor provides a you with DR 5/- against creatures who are not wielding their deity’s favored weapon. You can use this ability for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Command Penance (Sp): As a standard action, you can command a creature to take undertake a violent form of penance, tearing the sin from their skin. During that creature’s next turn, they must spend a full-round action to deal themself 1d6 points of damage per oracle level you possess. A Will saving throw negates this effect. You may use this ability one per day at 3rd level and an additional time per day at 7th level and every 3 levels thereafter. You must be at least 3rd level to select this revelation.
Touch of Restraint (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of nonlethal damage + 1d6 points of nonlethal damage per 3 oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, if you roll a natural 6 on at least one of your damage dice, your target is dazed for 1 round.
Aura of Atonement (Su): Your very presence causes creatures to cry out and confess their sins. Enemies within 30 feet of you who attack you or target you with a non-harmless spell must make a Will saving throw or be Dazed until the end of their next turn. Once a creature has been dazed this way, they cannot be dazed by this ability again for 24 hours. You must be at least 11th level to select this revelation.
Piercing Guilt (Su): Whenever you successfully penetrate a creature’s spell resistance, the target is staggered by feelings of overwhelming guilt for 1 round. At 11th level, target is dazed for one round instead. This is a mind-affecting, emotion effect.
Penitent Grace: You gain a +4 bonus on saving throws against spells with the chaotic, evil, good, or lawful descriptors. This bonus increases to +8 at 11th level.
Strength of Spirit (Su): Your constant penance sustains your soul and body. You no longer need to eat or sleep to survive, though you must pray or atone in a semi-restful state, such as keeping watch by a campfire, for 8 hours in order to regain spells. This does not make you immune to sleep spells.
At 5th level, you gain a +4 bonus on saving throws against sleep spells, effects which inflict fatigue and spells with emotion descriptor.
At 15th level, you become immune to sleep and fatigue.
You lose these benefits if you fail to to pray or atone for at least 4 hours in a 24-hour period.
Final Revelation (Sp)
You may cast atonement at-will as a spell-like ability. Additionally, creature you strike with attacks or non-harmless spells must make a Will saving throw (DC = 20 + Charisma modifier) or be cursed with antithetical constraints. Once a creature has been cursed this way, it is immune to this effect for 24 hours.
Bonus Spells: sanctuary (2nd), confess (4th), agonizing rebuke (6th), forced repentance (8th), atonement (10th), forbiddance (12th), jolting portent (14th), divine vessel (16th), miracle (18th).
Revelations: An oracle with the Penance mystery can choose from any of the following revelations.
Armor of Atonement (Su): You can draw an air of divine atonement around you, providing a +4 armor bonus to your AC. At 7th level, and every four levels thereafter, these bonuses increase by +2. At 13th level, your armor provides a you with DR 5/- against creatures who are not wielding their deity’s favored weapon. You can use this ability for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Command Penance (Sp): As a standard action, you can command a creature to take undertake a violent form of penance, tearing the sin from their skin. During that creature’s next turn, they must spend a full-round action to deal themself 1d6 points of damage per oracle level you possess. A Will saving throw negates this effect. You may use this ability one per day at 3rd level and an additional time per day at 7th level and every 3 levels thereafter. You must be at least 3rd level to select this revelation.
Touch of Restraint (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of nonlethal damage + 1d6 points of nonlethal damage per 3 oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, if you roll a natural 6 on at least one of your damage dice, your target is dazed for 1 round.
Aura of Atonement (Su): Your very presence causes creatures to cry out and confess their sins. Enemies within 30 feet of you who attack you or target you with a non-harmless spell must make a Will saving throw or be Dazed until the end of their next turn. Once a creature has been dazed this way, they cannot be dazed by this ability again for 24 hours. You must be at least 11th level to select this revelation.
Piercing Guilt (Su): Whenever you successfully penetrate a creature’s spell resistance, the target is staggered by feelings of overwhelming guilt for 1 round. At 11th level, target is dazed for one round instead. This is a mind-affecting, emotion effect.
Penitent Grace: You gain a +4 bonus on saving throws against spells with the chaotic, evil, good, or lawful descriptors. This bonus increases to +8 at 11th level.
Strength of Spirit (Su): Your constant penance sustains your soul and body. You no longer need to eat or sleep to survive, though you must pray or atone in a semi-restful state, such as keeping watch by a campfire, for 8 hours in order to regain spells. This does not make you immune to sleep spells.
At 5th level, you gain a +4 bonus on saving throws against sleep spells, effects which inflict fatigue and spells with emotion descriptor.
At 15th level, you become immune to sleep and fatigue.
You lose these benefits if you fail to to pray or atone for at least 4 hours in a 24-hour period.
Final Revelation (Sp)
You may cast atonement at-will as a spell-like ability. Additionally, creature you strike with attacks or non-harmless spells must make a Will saving throw (DC = 20 + Charisma modifier) or be cursed with antithetical constraints. Once a creature has been cursed this way, it is immune to this effect for 24 hours.